[MUD-Dev] Striving for originality
Daniel.Harman at barclayscapital.com
Daniel.Harman at barclayscapital.com
Wed Jun 19 11:06:51 CEST 2002
From: shren [mailto:shren at io.com]
> On 17 Jun 2002, Edward Glowacki wrote:
>> On Fri, 2002-06-14 at 12:05,
> Daniel.Harman at barclayscapital.com wrote:
>> 1. Don't let the mages gain that much power.
>> 2. Make some of the big mobs more resistant to magic
>> 3. Fireshield.
>> 4. Chance of catastrophic failure.
>> 5. Magic capacity of the localized area.
>> 6. Vulnerability while casting.
> All of these things sound like overkill. *All* I saw back when I
> logged on to UO was troupes of mages wandering around killing big
> mobs! That's what people did. The average skeleton had a longer
> lifespan than the average demon lord because the skeleton wasn't
> on anybody's hit list. If you give the mage the "kill something
> once a week" spell, let it kill something once a week. Giving
> people that kind of power is going to require a little bit of
> thought, but that "little bit" doesn't mean "neuter it by the
> roots".
I agree with you Shren. I think perhaps the best way is to balance
it through the utility of making the kill. Whats the point in being
a caster if all you get is shoehorned into the 'must not break melee
combat' box and left with no compelling USP? I was just interested
in what the UO2 team had planned, if anything.
Dan
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