Limiting rewards was RE: [MUD-Dev] Interesting EQ rant (very long quote)
Brian Hook
bwh at wksoftware.com
Sun Feb 25 21:58:25 CET 2001
At 09:32 PM 2/25/01 +0000, matt wrote:
>On Sun, 25 Feb 2001, Chris Lloyd wrote:
>
> > If you want a world with resetting quests that never run out, you
> > can still take steps to stop people publicising your world
> > secrets. One way, that I think was already suggested on this boars
> > some time ago, was to make the experience you get from a quest
> > inversely proportional to the number of people who do it each
> > day. So if a quest gives you 1000xp if you are the only person who
> > does it each day, 500xp if two people do it, 250xp if 4 people do
> > it, etc. This way the big quests are very sought after and guarded,
> > whereas the smaller ones are more frequently given out due to their
> > already low value.
>
>This will not work. It only takes one person to blab.
Another key reason is that it unfairly punishes someone who may have
completed an ostensibly very difficult quest without the assistance of
others. Then you'll find those players that want to complete the quests
"on their own" going to other on-line resources to figure out what quests
HAVEN'T been solved just so that they can actually do something and feel
like they've received a reasonable reward when it's done.
In general, scaling rewards based on a macro-analysis of trends ends up
working in general, but it does hurt those that, for whatever reason, don't
fall within the group that the macro-analysis is trying to control.
Brian
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