[Home] [Groups] - Message: [Prev in Group] [Next in Group]
30031: Re: [MUD-Dev] Exponential experience points and levels
[Full Header] [Plain Text]
From: Adam <adam@grexengine.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 30 Jun 2004 13:16:15 +0100
Organization: Kanga.Nu
Sean Middleditch wrote:
> On Mon, 2004-06-28 at 11:54, ceo wrote:
>> There's no reason why it should be limited to battles - I've
>> played about with roguelike games in the past where I awarded
>> bonus exp for each turn the player managed to survive in a
> Slightly OT note: this is why I much prefer having different types
> of experience. Exploration doesn't teach you anything about how
> to
I was just hoping for something simple and fun. If you have a
working system with different experience, I'd happily have a go,
assuming it's not too complex to get to grips with :).
>> If you beat someone of lesser ability, again you get nothing -
>> and may even lose experience ("character grows accustomed to
>> lesser
> That shouldn't work as such. You can learn a _lot_ by fighting
> someone even far "weaker" than you. In truth, in many cases where
Not interested in realism. Only interested in enjoyment.
Besides, I think you're missing the point: I want to play a game
where experience is hard to come by *by definition*. Where "level 12
so-and-so" is impressive simply because statistically the only way
they made it to level 12 was by pulling off some impressive feats.
It's a mechanic I'd like to play with, but I was sure that 5 others
must have already done so... :)
Adam M
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev