[MUD-Dev] Justifying twinking
Travis Nixon
tnixon at avalanchesoftware.com
Tue Apr 18 19:39:29 CEST 2000
jolson at micron.net wrote:
>Asheron's Call seems to have done well at simultaneously encouraging
>twinking with socio-political structures and limiting its effectiveness
>with skill limits on equipment. I believe the skill limits are
>critical to the success of this system, because they eliminate the
>resentment of "have-nots" in mostly-uncontrolled systems like
>EverQuest. In AC there will always be a player who's gotten better
>twinking than you, but it won't be so much better that his abilities
>are radically different than yours.
>
>In addition to social structures and level/skill limits though, there
>is a lot that could be done to aid not only the newbie in finding a
>mentor, but the mentor in finding a newbie. Things like guild halls,
>message boards, even character flags ("Newbiticus, level 2 enchanter,
>seeking an apprenticeship") would facilitate what can be a frustrating
>and variably-rewarding exercise.
What about a system where a higher level player would gain significant
amounts of exp by helping a newbie player squish rats? By significant, I
mean not anywhere near as much as the player would gain from killing things
more appropriate to his skills, but enough that it would be worth their
while. Of course, this doesn't necessarily need to apply solely to killing
things, but could apply as well with any other skills that the game
incorporates. This might also tie into the idea of a "teaching" skill, but
rather than just increasing the higher level player's teaching, give them
other benefits as well.
Thoughts?
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