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29684: Re: [MUD-Dev] Playing catch-up with levels

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From: "Travis Nixon" <tnixon@avalanchesoftware.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 27 Apr 2004 11:10:12 -0600
References: [1]
Organization: Kanga.Nu
From: "Steven King" <steve@madrogue.com>

> It would still be invisible, though, and the players could play
> without calculators.

You do know that there's a fairly good sized portion of the gaming
population that actually LIKES playing with calculators, right?

:)

Some players just hate it when you hide so much that they have no
control.  For example, if I recal correctly, UO's original skill
system worked almost exactly like what you are describing.  Well,
sortof.  You had a limited number of points to distrubute among the
skills, and if you were maxed, and gained a point in something, that
point would have to come from somewhere else.

Which tended to be rather irritating, if you were just wasting time
fishing, waiting for friends to get on or whatever, and it started
draining your combat skills.

In a case like this, you really need to give players control over
what grows and what drops.
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