[MUD-Dev] Community? (Level Grind)

HRose hrose at tiscali.it
Thu Jul 29 21:21:34 CEST 2004


Matt Mihaly wrote:

> 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.

Hehe, this is exactly the camp bonus in DAoC and I can assure you
that, if it isn't completely out of scale, the players will ignore
it quickly.

I think WoW is doing a better work by including "purposes" in the
PvE. The treadmill is strongly based on quests and "where you go"
and "what you kill" depends on this ideal "storyline". I can assure,
as a player, that this makes the grind way more interesting and
fun. Completing questing means that you have a sense of
accomplishment way greater than just killing the same monster over
and over. It's more near to the idea of a single-player RPG where
the advancement is "coordinated" with the story.

  - You aren't advancing because it's your only goal. You are
  advancing as a *consequence* of following a story and
  accomplishing various activities. The treadmill as a consequence
  and not as a cause.

And

  - The fun is right there "out of the box". You aren't keeping to
  work to reach the real fun "just behind the next corner", without
  never reaching it. The fun is right there. In your hands from the
  first minute till the last. Directly.

World of Warcraft is at least trying to move along those lines.

-HRose / Abalieno
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