[MUD-Dev] Experience System Differences
Hulbert
Hulbert
Tue Jan 16 14:37:56 CET 2001
> -----Original Message-----
> From: Malcolm Tester [mailto:MTester at cambric.com]
> Sent: Monday, January 15, 2001 11:16 PM
> To: mud-dev at kanga.nu
> Subject: RE: [MUD-Dev] Experience System Differences
> Another option is to split the methods for gaining experience. For
> example, A player gains experience for solving quests. they gain
> experience for combat. Maybe they gain experience for exploring, or
> other things. They need a certain amount (invisible to them
> probably) of each type to gain a level. And that amount can
> increase with each level too. I know several muds that do some
> variation of this.
> Personally, I hate going around and mindlessly hack 'n' slashing.
> My codebase focuses mostly on quests, with an (increasingly) bigger
> focus on social economics. Players can gain experience from
> killing, but they gain more experience from solving quests, or from
> running shops, towns, etc. The more involved in the mud the player
> is, the more experience they gain. (Still smoothing a lot of the
> edges, so no flaming :)
What type of system do you use to give experience from exploring
and/or running shops? The only thing that immediately comes to my
mind (I am ashamed to admit I never thought of doing something like
this before) is a XP award the first time you enter a given room,
adjusted for the difficulty in reaching that room, or difficulty in
finding it; and a flat rate of XP for every P2P transaction. Of
course, that would require tracking to prevent abuse... I'd really
like to know how you handle this.
Lee
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list