[MUD-Dev] UO rants
Tess Lowe
tess at havensong.com
Sat Aug 26 12:17:45 CEST 2000
Phinehas wrote:
> Ideally, in a TvT
> virtual world, each team will be able to maintain territory that it
controls.
> This in turn can allow players within that team to select a level of risk
with
> which they are comfortable--safe and boring at the center of the
territory,
> while dangerous and exciting on the front lines.
> In my mind, it is this type of model which is likely to capture the truly
> massively multiplayer title.
I don't know about the massively multiplayer title, but certainly this is
the type of model that I have found most successful in the various areas in
which I have interest. I.e. games based on this model satisfy me both as a
player and an admin. The very fact of having other people unrepentently *on
your side* eases most of the pain of suffering PvP at the hands of an enemy.
I always prefer the team v team solution to, say, an extensive
justice/reputation system and/or strong PvP restrictions/discouragements.
Having a family to return to, who help you lick your wounds and mediate or
make retribution on your behalf makes so many things 'alright'.
Achaea is essentially Team vs Team of course (several teams against several
teams in fact). For those who find solitary PvP painful but PvE bland and
justice systems.. well.. unjust, I heartily recommend it.
regards,
Tess Lowe
achaean immortal
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