[MUD-Dev] re: Crafting Systems - preventing recipe decomposit ion?

Anderson Anderson
Wed Jul 24 10:45:15 CEST 2002


From: Adam [mailto:ceo at grexengine.com]

> Obvious problem2: Players keep randomly recreating new characters
> over and over again, in an attempt to get the 0.000001% chance
> that the character will have "armageddon", "morph self into
> dragon", and "instant unlimited wealth" as simple-to-execute
> actions :). IANA:(psychologist), but I would suspect that with
> enough possible combinations, the probability of success would be
> so low that almost everyone would give up before getting such a
> powerful combo - so that the rarity of such abilities would still
> be preserved.

I've seen a mud that had a combat system for monks like the one you
described.. you'd be able to enter a string of up to 8 actions I
believe it was, and each action could be a hard/medium/light punch,
hard/medium/light kick, block, and a few other things I don't
remember.  Each character had their "good" combinations randomized
into their characters file, so that every player had to discover
things on their own.  Since you couldn't really use your good
combinations until you hit higher levels, no one would think of
recreating in hopes of getting some easy combination.. besides the
fact that there were no "easy" combinations, you just had to
methodically go through every combination, which of course was quite
a lot.. in fact there were so many combinations that many people
didn't play the class because they could never figure out any decent
combinations.

Dave

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