[MUD-Dev] Removing the almighty experience point...
Vincent Archer
archer at frmug.org
Wed Sep 29 17:03:11 CEST 2004
According to David Wright:
> Of course, some players are just lazy and won't 'crawl' even if
> there is no penalty to do so... so in conjunction with your idea
> above, something to motivate them to move along instead of sitting
> in one spot ala dynamic exp/spawn times would go a long way
> towards motivating players to crawl instead of camp.
The recent Everquest expansion, Omens of War, features a zone where
camping a single spot is actually counterproducing to experience.
Mobs are very widely spaced, in twisty corridors and most of them
have a short path patrol within their area.
People that attempt to set up a camp in a single spot face very long
"pull" times, which quickly grow into a non negligible amount of
time compared to the time it takes to pull a monster. Combine with
the fact that the "puller" cannot go very far from its group (or the
XP is lost when the monster dies) during combat, the fact that there
is no safe unpatrolled area anywhere except the zone entrance, and
you have a zone that requires you to keep moving.
You only camp a spot by crawling in a circular loop around a
specific spot (typically, the known location of a named monster).
--
Vincent Archer Email: archer at frmug.org
All men are mortal. Socrates was mortal. Therefore, all men are Socrates.
(Woody Allen)
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