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26292: Re: [MUD-Dev] RE: Treadmills vs. Skill (was re: Brand Loyalty...)

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From: "Dave Rickey" <daver@mythicentertainment.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 10 Jan 2003 23:14:14 -0500
References: [1]
Organization: Kanga.Nu
From: "Koster, Raph" <rkoster@soe.sony.com>
> From: Daniel James
>> On Wed, 8 Jan 2003, Koster, Raph wrote:

>>> Treadmills compensate for real life skill. They are the crutch
>>> that keeps people who below average at the game from
>>> quitting. In a real skill-based environment, 80% of your players
>>> are below average at the game.

>> Why 80%? It seems to me that 50% is a more reasonable average?

> Because talent distribution follows Pareto's Law.

Just to back Raph up here, 79% of DAoC players who participate in
RvR earn below-average RP (as of this morning).  This in spite of
the fact that DAoC is most certainly a class and level based game.

--Dave


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