[MUD-Dev] Experience System Differences

Hans-Henrik Staerfeldt hhs at cbs.dtu.dk
Tue Jan 16 13:57:41 CET 2001


On Mon, 15 Jan 2001, Alornen wrote:
>
> Are there any complications that would arise from using either of the
> systems?
> 
> What are the benefits of each system?
> 

I'm assuming youre talking about a level-based/combat-based system.
There are many alternatives, which can be found in the archives :-)

Game-balance-wise, the two systems may be exactly the same
(if you adjust the exp-gain/exp-requirement correctly), meaning
that a player will have to accomplish exactly the same to gain a 
level.

However, if you want your users to be able to quickly assert their 
situation, and be able to communicate information about NPC's, the 
system, where NPC's give a static amount of exp will make things
much easier. Otherwise the players are not able to communicate how
many exp an NPC will give you. Rather than keeping track on exp-gain
tables for a multitude of monsters, they only have to know how
many exp they need for the next level, and know how much exp each
monster give them.

However, if you have plans for using the 'exp' in other
places, where a linear scale of exp is needed, you might of course
conside a linear exp scale. This could be if the users could 'buy'
abilities/favors/items etc for exp.


Hans Henrik Stærfeldt   |    bombman at diku.dk    | work:  hhs at cbs.dtu.dk      |
Address:                |___  +45 40383492    __|__       +45 45252425     __|
DTU, Kemitorvet,        | Scientific programmer at Center for Biological     |
bygn 208, CBS.          |  Sequence Analysis, Technical University of Denmark|

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