[MUD-Dev] Re: A world without charity
Ola Fosheim Grøstad <olag@ifi.uio.no>
Ola Fosheim Grøstad <olag@ifi.uio.no>
Fri Nov 28 13:10:49 CET 2003
"Michael Tresca" <talien at toast.net> writes:
> Ola Fosheim Grostad [mailto:olag at ifi.uio.no] posted on Tuesday,
>> You miss out on the effect of having an "uber-item" waiting for
>> you in the bank. Which in turn is an incentiv to stay in the
>> game, a goal that brings meaning to leveling etc, and you get
>> this powerful release of happiness when finally being able to
>> wield the uber-item. Some days should be special. :)
> Whew, Ola, that's an old thread. Okay, trying to remember back
> here...
(Oh yes, I mostly reply to old threads ^ _ ^)
> I'd argue that by having equipment that scales, it is still
> waiting for you in the bank. Basically, you have an item that
> could be much better -- and as you level, it IS much better.
> Maybe I didn't clarify.
I still think that you want as much discontinuity as possible if you
want to get the maximum effect. In AO (and probably other games)
they make it even more pronounced by having lower skill requirements
for use than wielding, so if you are a certain percentage below the
wield requirements you can get it on if you find someone who can
temporarily increase your skills. Where there is waiting and effort,
there is joy?
Here's another idea; when a character levels, scan all the items he
owns and list those which he just became able to use. *shrug*
--
Ola - http://folk.uio.no/olag/
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