[MUD-Dev2] [DESIGN] NPC-oriented gameplay and XP model:GURPS/EveOnline vs. D&D/Diku
Mike Rozak
Mike at mxac.com.au
Tue Oct 9 10:38:34 CEST 2007
Richard Boehme wrote:
> Interesting. I think what you might want is a hybrid of the GURPS
> model and the D&D model. Scale your experience points such that the
> GURPS time model gives, say, 2x of the experience that a character who
> plays more often might get from actions. Thus, if you're having
> trouble, you get 2 XP, if not, you complete a lot of quests and get 3
> XP. By balancing your XP system heavily towards the GURPS model, you
> aren't giving as much of a reward for completing actions, but the
> reward is still present.
Thanks
There might be a potential problem (not that I expect any solution to be
problem free): This means that achievers will see the game as "work and get
XP, but easier still, sit around and get paid XP", they'll get disgusted,
and leave. WoW's system is "work and get XP, game-play challenged players
get double XP because they're inept, but they still have to work."
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