[MUD-Dev] Playing catch-up with levels
Jason Downs
downsj at downsj.com
Wed May 5 09:03:53 CEST 2004
In message <409836AA.205.4E0C4EF at localhost>, "Threshold RPG" writes:
> If you want an example of having different kinds of exp, Earth &
> Beyond would be a good example. They had combat, exploration, and
> trade exp. You also gained different types of levels for each. The
> problem was that ultimately, you needed to gain levels in all the
> types for best effect, so the system fell on its face. Perhaps
> that's one of the reasons E&B shuts down Sept 22.
Or take Horizons, where there are only two types of experience
(adventuring, crafting), with the player being able to switch back
and forth between the "school" that the related experience points
get applied to. While, for instance, only one adventuring school
can be active at once, the player still retains certain skills from
other schools that they've leveled up.
It seems a lot more viable than E&B's experience model, while
providing more flexibility without the needless complexity of, say,
SWG. In my opinion, Horizons has the best designed experience
system (or character advancement in general) so far in MMORPGs--
it's easy for the player to understand, yet relatively powerfull and
has a surprising amount of depth. A very elegant design.
-- Jason Downs downsj at downsj.com
"Where is the wisdom we have lost in knowledge,
and where is the knowledge we have lost in information." -- T.S. Eliot
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