[MUD-Dev] defeating twinking through game mechanics

S. Patrick Gallaty choke at sirius.com
Thu Apr 20 01:53:34 CEST 2000


Firstly I think you are thinking along the same lines.  In a system where
there are checks and balances, twinking is much less prevalent, and when it
happens it doesn't cause the same disruption.

-----Original Message-----
From: adam at treyarch.com <adam at treyarch.com>
To: mud-dev at kanga.nu <mud-dev at kanga.nu>
Date: Wednesday, April 19, 2000 6:35 PM
Subject: Re: [MUD-Dev] defeating twinking through game mechanics
[ ]

>Upkeep: Think rent.  Legend and Arctic both take slightly different tacks


Shattered Worlds did this beautifully.  It was utterly inspired.  Armor lost
about half it's effectiveness if it was around 10% damaged, if I recall.
This meant you spent a lot of money trying to maintain it.
There was just no way a newbie was going to have the cash to keep the armor
in working order.

Swords were the same way.  The more beat up a sword got the more likely it
was to break, and maintaining a top-quality or rare metal sword was -very-
expensive.

Thus, most players even good ones ran around in banded armor and used 'good'
but not fantastic weapons unless they were on a special mission.


[ ]

>Danger: On Shadowdale, the One Ring was possibly the best spellcaster item

Agreed.  Items that make mobs hostile to you is an excellent idea.


[ ]

>Responsibility: By owning an item you have certain duties to fulfil.  For


There are a lot of possibilities.  Having the forsight to exploit it is the
key.
Amongst these are crucial concepts in muds such as item loss, decay and
upkeep.  One of the downfalls of everquest was their decision to do away
completely with item loss.  This made items seem permanent and created the
fervor that allows people to spend a thousand dollars on a virtual item on
ebay.

Let's hope we learn from our pioneers.







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