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16965: Re: [MUD-Dev] Experience System Differences

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From: "rayzam" <rayzam@home.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 19 Jan 2001 20:13:09 -0500
References: [1] [2] [3] <-newest
Organization: Kanga.Nu
----- Original Message -----
From: "Ben Chambers" <bjchambers@phoenixdsl.com>
To: <mud-dev@kanga.nu>
Sent: Wednesday, January 17, 2001 4:24 PM
Subject: Re: [MUD-Dev] Experience System Differences

> okay, i enter a forest... a gain 100 exp (numbers don't matter).  I
> take 1 step north, get another 100 exp.  Go east, get another 100
> exp... go west, am ambushed, remain there get 100 exp.  This doesn't
> make ANY sense to me.  Once you enter an area you may get
> experience.  But well we are focusing on that how is exploring the
> world going to teach me how to use a sword better?

In the sense you mention it, then you want to have a usage-based
advancement system. Otherwise, the reverse applies: how does killing
something with a sword help you learn anything else better? Experience
systems often allow you to 'spend' it on skills/spells as you see
fit. Not realistic, but it's a method many are familiar with.

On the flip side, why not have experience fighting in specific
terrains increase your ability to fight in those terrains again? [we
do, called unimaginatively: 'stalker' skill, and you gain usage-based
levels in the various terrain types]. Fighting with that sword indoors
for training shouldn't let you be just as good with it on the deck of
a ship, or in a jungle, or on rocky terrain, etc.

    Rayzam
    www.retromud.org


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