Random? Numbers (was:RE: Brand Loyalty (was Re: [MUD-Dev] Req uire ments for MM(wasComplexities of MMOG Servers)))
adam
ceo at grexengine.com
Tue Feb 4 23:50:15 CET 2003
Daniel.Harman at barclayscapital.com wrote:
> How does one measure peity? Perhaps they payment of a tithe and
> never killing certain creatures considered in alignment with the
> god. Seems to me that this might be dangerous ground to tread on
> though, players may well feel they have to obey those rules, but
> probably resent them every moment they do. Whilst I don't agree
> with over trivialising games to pamper players, building in what
> may be an inherently unfun mechanic concerns me.
Ideas nicked from Omega...
Evil/Chaotic gods:
- speaking to people and attacking them during the conversation
- threatening someone (similar to Charm spells) and then killing
them
- killing anything which follows a "good" or neutral god
- breaking anything
- wanton use of powerful spells - e.g. profligate use of anything
destructive on inanimate objects
- ....generally very easy to think of things in a similar vein
- killing anything that is massively lower level than you
(i.e. unfair combat)
Good/Lawful gods:
- attempting to talk to everything before attacking it, even if
this means you go down in a hail of arrows before you even get to
attack
- giving items away (only counts if what you give away is of
item-level similar to your character-level)
- feeding creatures!
- ...generally harder to come up with valid actions in a typical
CRPG
FWVLIW, Omega's handling of this actually made the game very
interesting, compared to "standard" roguelike games. There was real
challenge in following a good god (and various rewards -
Ultra-powerful evil players, whilst being almost invulnerable, would
attract such hatred from the good/lawful peoples that effectively
they were unable to visit the cities - the only place where they
could perform any guild actions).
Adam M
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