[MUD-Dev] How much is enough? Communication design
Miroslav Silovic
miro at vams.com
Mon Apr 29 13:24:12 CEST 2002
Ron Gabbard wrote:
> Hehe, I like the 'range' idea a lot. However, the target audience
> you are trying to frustrate with this mechanism is the
> powergamer... and they will not be denied! How long do you think
> it would be before people took a bag full of 'very good' weapons
> out to the field and started running tests and posting the results
> to the fan sites? Quantitative values for items would probably be
> well-known and posted before the game went Gold (assuming no
> conflict with the non-disclosure). This increases the 'power'
> gulf between the powergamer that dissects the fan sites and the
> casual gamer whose primary experience is in-game.
Actually, this only goes to prove that powergaming prevention is a
systemic issue, not just a matter of isolated 'don't give 'em
numbers' hacks.
What you just described could be easily prevented if battles are
non-reproducible. For instance:
- Make daytime, weather and season affect the player's combat
capability (ever tried to run in a full chainmail during summer?)
- Make each monster unique and variable. Make their power vary
with tribe and group, and globally vary them between spawns (if
you have spawns).
- Add attributes to the player that go up and down, in semi-long
term. Ideas could be morale, mood, wakefulness, fatigue, hunger,
thirst, etc. If you make these affect the to-hit chance and
damage, well, any result of the experiment would be pretty much
useless.
Miro
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