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5191: Re: [MUD-Dev] Commercial value of RP
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From: Ling <K.L.Lo-94@student.lboro.ac.uk>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 9 Jan 1998 18:11:05 +0000 (GMT)
References: [1]
Organization: Kanga.Nu
On Fri, 9 Jan 1998, Koster, Raph wrote:
> On Thursday, January 08, 1998 5:27 PM, Travis Casey wrote:
> A note here is that skill systems are notoriously difficult to
> balance, and thus end up with "ideal combos"--the better the skill
> system is, the more of them it has, until there are enough that you
> can't call any single one the "ideal." A phenomenon worth mentioning
> there is the "accepted wisdom" trap many players fall into with
> skill-based systems, whereby everyone thinks there is actually only
> one ideal combo, when in fact there are many. It can be damnably
> difficult to get variety when the game culture suggests there isn't
> any!
A previous thought I had to combat the occurance of a 'best combo' was to
implement some sort of regular or irregular seasons phenomenon to keep
players on their toes. A simple example would be the quality of ore
coming out of a certain mine will vary so the quality of armoury produced
using resources from that mine will also vary. For magic, a certain kind
of magic might be stronger in region A than in region B at certain times
of the magical year. Season everywhere and liberally and hopefully
something similar to a biorhythm will result.
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