[MUD-Dev] Remote client connection
Lurn at missing.domain
Lurn at missing.domain
Wed Jun 21 08:44:59 CEST 2000
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> Try this on for size: that as you advance in skill, you don\'t advance in
> personal power. You don\'t go from a child with a pointed stick to superman
> with a nuclear weapon. You go from a novice swordsman to an experienced
> swordsman. Your hit points don\'t go up. You remain as mortal as always,
> and your personal power level (ability to kill others) doesn\'t go up nearly
> as dramatically as in EverQuest. Instead of a 50:1 power ratio as you
> advance to the pinnacle of accomplishment, you only advance perhaps 3:1.
That may be attractive for some aspects of PC to PC interaction, but what holds a players interest in the long term? If, say, 5 is a reasonable party size, then does it follow that 15 newbie-level characters can visit the most dangerous areas in as much safety as the 5 experienced and equipped adventurers?
It may be realistic to have this be the case, but is it \'fun\'?
Given that it is, after all, a game, most players like to feel rewarded in some fashion as they play. What do you propose to offer players as a continuing challenge? Socializers may be happy in a system like this, but Explorers, Achievers, and Killers like to feel like they\'ve accomplished something after a gaming session- knowledge, items, meaningful points, etc.
Any meaningful form of advancement translates somehow into in-game power except on a pure talker. \'levels\' or the equivalent, money, political position, etc., will all have effects on PC-PC interaction if they\'re significant. It seems that you\'d have to effectively eliminate all of these forms of advancement beyond your 3 to 1 ratio.
I\'m reminded of the occasionally suggested systems in which there are no persistent PC\'s as such; players logging in simply select from the currently unplayed roles available.
-Lurn
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