[MUD-Dev2] [DESIGN] Removing the almighty experience point...
Caliban Darklock
cdarklock at gmail.com
Tue Aug 28 12:06:45 CEST 2007
On 8/23/07, Vincent Archer <archer at frmug.org> wrote:
>
> Every level-based MMO has a point where a given task, be it a quest or
> killing a mob yields zero xp.
But that point is not "the next level". If a particular quest is worth
100% of its potential XP at level A, it is not worth zero XP at level
A+1. My complaint is not that the point exists, but that it is too
soon.
On 8/23/07, Vincent Archer <archer at frmug.org> wrote:
>
> That's how it works already in all level-based MMOs. They all have
> a point where the designers say "killing level 1 mob give you zero xp".
But that point is not level 2, and I fail to see any legitimate reason
to say it SHOULD be level 2. I don't believe anyone else will, either.
> By aiming high, you don't speed up getting thru level 5. You speed up
> getting thru level 6, 7, 8 and 9 instead.
I've already covered this: "It's a whole new kind of power leveling.
The kind that not
only allows you to bypass content ... but actively punishes you for
trying to experience it anyway."
On 8/27/07, Tom Hudson <hudson at alumni.unc.edu> wrote:
>
> Caliban, I think you're still misunderstanding the proposal and
> attacking a bit of a strawman
If you are level 2 and do a level 1 task, you get nothing.
I suggest that this sucks.
How is this a misunderstanding, let alone a straw man?
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