[MUD-Dev] Moving away from the level based system
Kwon Ekstrom
justice at softhome.net
Wed Jan 3 00:24:33 CET 2001
Hulbert, Leland wrote:
> The trouble I have with this is that the player then needs to
> acquire the skill of forging, at least within the confines of the
> MUD skill system. Not the character, the player. I would love the
> idea of playing a skillful smith, and managing resources to get
> proper quality I can agree with. But I am not prepared to learn
> where, when and how to strike the metal just to play my character.
> My smith should know these things, I do not. I want to be able to
> tell my smith to forge a sword with X materials, and he will do it
> to the best of his ability. Combat(and many other skills) are run
> this way...I do not know how to properly swing a sword to kill
> something, or pick a lock, but my characters do.
I don't think that such a system should go as in-depth as knowing
where to hammer the metal, but I think that player built eq should be
done in smaller stages. The stages should contains design decisions
that allow the player find combinations that work better. You use
combat as an example of an automated system, but in combat you use
different skills to acheive different goals. I'm hurt, I can heal, so
I heal... I have a good fire spell that hurts, I think I'll cast this
other spell first to make the susceptable... I'm going to bash you so
you're stunned for a round or two... etc.
The first decision with eq making is probably going to be what to make
it out of. As for the rest of what you want them to do... that
depends on how detailed a system you want. I know that Rogue Winds
uses a material system, and you simply combine different materials to
determine the stats of the item, and fashion it. You can then do a
variety of other things to the equipment to improve it later.
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