[MUD-Dev] Justifying twinking
adam at treyarch.com
adam at treyarch.com
Tue Apr 18 18:26:27 CEST 2000
On Tue, 18 Apr 2000, Christopher Allen wrote:
> adam at treyarch.com wrote:
> > Which seems to suggest implementing gameplay to make the newbie useful,
> > even if as nothing more than dead weight.
>
> Dragon's Realm has levels that require practicing multiple skills to a certain
> point before leveling -- one of the skills is teaching, and you can't meet the
> requirements of a number of levels unless you've been teaching others. Thus
> there are usually plenty of people around that are willing to teach you
> skills.
> [snip more use of teaching on DartMUD]
I like this, however I'm assuming that the "teach" mechanism is similar
to every other implementation that I've ever seen of it - stand in town
square and wait for people to wander by, type "teach so-and-so skill",
and there you go.
What would be nice in terms of getting higher characters to have lower
characters "tag along" would be if your teaching required actually going
out and doing the skill. So for example, to teach tracking, the master
ranger has to take Joe Newbie out into the woods and show him some tracks.
Or in the case of combat skills, they have to go fight something and use
the skill against it. Whatever it is has to be tough enough to stand
up to the combined attacks of the two characters for long enough to
use the skill a few times.
Adam
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