[MUD-Dev] defeating twinking through game mechanics
Travis S. Casey
efindel at io.com
Thu Apr 20 13:50:38 CEST 2000
On Wed, 19 Apr 2000, S. Patrick Gallaty wrote:
> One of the design failures IMO in everquest is that it follows the old
> 'weaponcode' model of weapon damage. I.e. one hits for the 'max
> damage' of the weapon rather than any sort of measure of player skill.
> This means the weapon is tantamount. Nothing matters except for the
> weapon stats, in the end. With armor the same way, you have created a
> game where heavy twinking is inevitable.
> I'll throw out an alternative system here, and let you guys kick it
> around. We did something like this on EOTL, but I think it could have
> been better. The best system I have seen was on the shattered worlds
> mudlib, all praise Dredd!
>
> The basic idea is to have weapon archetypes, and then bonuses. The
> bonuses reflect magical power, fine weapons, artifacts. The
> limitation to twinking here is that a poor player won't be able to
> exploit the benefits of more powerful weapons such that each weapon
> would have several factors (speed, damage, weight, accuracy) and
> modifiers.
>
> Your basic rusty newbie weapon might be (-speed,--damage,-accuracy),
> and that newbie would benefit from a weapon with no minuses. however
> a (+speed, +damage) weapon would not benefit them since at their
> _skill_ level they cannot exploit the bonuses.
I'm not sure how this is meant to be implemented -- do you mean that skill
level should act as a limit on how good a weapon's ratings can effectively
be? Or that skill level should act as a limit on how much better than a
normal weapon of its type a weapon can be? Or something else?
On SWmud, we did something similar to this -- melee weapons and
lightsabers had damage values, but their effective damage values were
limited by the level of the character using them (level as a mercenary for
normal melee weapons, as a jedi for lightsabers). Thus, while giving a
newbie a super-weapon would help him/her, there was a limit to how much it
could help.
Several paper RPGs use a system where damage depends not just on the
weapon used, but also on the skill of the wielder -- e.g., in Torg, damage
done by a hit equals the number of points you rolled above what you needed
to hit plus the weapon's base damage. Again, this means that while a more
powerful weapon can help, it's still less powerful in the hands of a less
skilled character.
--
|\ _,,,---,,_ Travis S. Casey <efindel at io.com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'_)
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list