[MUD-Dev] The Best Guy on the Mud Thing
Chris Turner
christ at rd.bbc.co.uk
Fri Sep 17 13:09:29 CEST 1999
On Tue, 14 Sep 1999, Ilya, Game Commandos wrote:
> On Tue, 14 Sep 1999 18:28:05 GMT, Dundee wrote:
>
> ))
> ))My goal was to use a relative-to-everyone-else skill measure without having
> ))offline characters decay.
> ))
> ))I wasn't thinking of handicapping frequent players. I just don't think
> ))your character should rot just because you play less, or for that matter go
> ))on vacation.
> ))
>
> Well, I guess Ola and I will just waltz off on our own little tangent here
> (blush). If your comments were all within the context of skill decay, then
> mine don't apply.
>
> If skill decay is indeed the context, why exactly does playing less or
> being away on vacation turn into a problem anyway? Because skills decay
> even when the character is not playing?
One of the things that RuneQuest (a table top RPG) does for skills, is to
only allow them to increase after a period of rest/inactivity. Maybe
players who spend less time on could get a slight increase in the skills
they do use whilst logged on - their characters could be spending the time
whilst logged off, thinking about what they had learnt recently. Over time
the increase could decay, as they slowly forgot about what they had done.
So if you do a lot of sneaking and then log off for a week, you could come
back to find you've gotten better at sneaking.
Chris
--
christ at rd.bbc.co.uk #include <stddisclaimer.h> http://www.fysh.org/~maddy
"So this is really me? A no-style gimbo with teeth druids could use as a
place of worship" - Duaine Dibley (Red Dwarf - "Back to Reality")
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