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16972: Re: [MUD-Dev] Experience System Differences
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From: "Ben Chambers" <bjchambers@phoenixdsl.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Sat, 20 Jan 2001 18:41:57 -0800
References: [1] [2] [3] [4] <-newest
Organization: Kanga.Nu
Rayzam wrote:
> ----- 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.
I like the idea of terrain based. Skill based systems are as you say
only more realistic if you force the category for experience. I am
using a system on that, in the ideas for a codebase I have been
writing. I have been working on writing a kind of concept for it for
many weeks and soon hope to begin work on coding. To see the ideas
got http://aexeon.virtualave.net, tell me what you think...
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