[MUD-Dev] Logical MUD Areas
Travis Nixon
tnixon at avalanchesoftware.com
Mon May 7 10:21:20 CEST 2001
----- Original Message -----
From: "Brad Triem" <triem at sierranv.net>
To: <mud-dev at kanga.nu>
Sent: Saturday, May 05, 2001 3:01 AM
Subject: Re: [MUD-Dev] Logical MUD Areas
> Random creation of treasure has it's perks, but I truly believe you
> do need the collectibles also. Not even in role-playing, IMO, do
> you put aside material things. It's based on how you role-play and
> what you consider a collectible as that character. You could be the
> scholar who acquires old books or the gnome mute who gets
> googly-eyed at shiny glass. Angband type games have something much
> more attractive (or addicting) to the general public, again, in my
> opinion. Those collectibles, unique gear, unique creatures and even
> more attractive when they range from rare to super rare. That at
> any moment the next creature you kill may just drop the artifact you
> have been hoping for. That you can provide hundreds of good items
> so that every player isn't walking around with the same "best" EQ.
> And THE best equipment isn't based on getting a large group to kill
> the biggest mob, but on your individual OR group successes, failures
> and luck. And the same applies to the standard and unique
> creatures.
You know...my wife played Gemstone 3 for quite a long time, and you
know what one of her most treasured items was? Not the matched set of
purple-colored armor, sword and shield. Not anything functional or
useful in GoP terms. It was a little ball that had a scene inside
that snowed when you shook it.
If EQ had those, we'd probably still be playing. :)
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