[MUD-Dev] Community? (Level Grind)

Ghilardi Filippo ghilardi at dsfinance.it
Thu Jul 29 10:38:24 CEST 2004


Matt Mihaly wrote:

> I'd say that's fairly correct. Achaea has "badges" that players
> can get for completing various big quests and slaying a single or
> set of big baddies. Some players love collecting the 'badges'
> (which are actually a line in a disply called 'honours' that shows
> a bunch of stuff about a character to other people) and will go to
> great lengths to get as many as possible. But for nearly all of
> them, once they've gotten the 'badge' from that area, they're not
> going back.

Going further with this, it's possible to give badges or titles that
will show for a limited amount of time. So, everyone can see that
you are an hero that recently slayed a dragon. But like fame can
come and go, your title will slowly vanish (may be you can keep a
track record in a window that can show all received badges/titles so
you can collect them)

> Just today we implemented something (hardly unique. Others mud
> have done this for a long time I'm fairly certain) increases the
> xp reward of mobs the longer they stay alive, in an effort to
> encourage people not to all rush to the most convenient bashing
> locations but to spread themselves out instead.

Yes, hardly unique as DAOC already has it (probably also other
games). In DAOC you can get extra XP as group bonus and camp
bonus. Camp bonus lowers and lowers toward zero as the same mobs are
killed (don't matter who does). Group bonus is given when a full
group of mobs are killed at once, so you have to wait for all them
to spawn to get it.

But there are also other tecniques to prevent camping and encourage
players to spread as much as possible.

For example in DAOC you can find items called "artifacts". Those
items can raise their power as they increase in level like a player
getting xp when mobs are killed. The idea is nice and is expecially
good considering that those "artifacts" often get xp only killing
some kind of mobs or inside given dungeons and so on.

Another example could be COH. Very slow respawn of mobs to prevent
camping and static pulling (staying always in same place and
pulling). In the end you always do the same thing and is like other
games like EQ/DAOC, that is just kill mobs. But is less boring as
you have to move after each pull, less mechanical.

Ciao ciao
Filippo
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