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16286: Damaging items was RE: [MUD-Dev] New Bartle article

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From: Brian Hook <bwh@wksoftware.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Sun, 25 Feb 2001 22:02:10 -0800
References: [1] [2] <-newest
Organization: Kanga.Nu
At 04:20 PM 2/25/01 -0800, msew wrote:
><tangent>
>This same concept of: some classes are affected by the mechanic more
>than others.  works for damaged equipment.  tanks get their equipment
>just absolutely beat on, and will have a higher cost to repair their
>items and their items will be destroyed more often than non tanks.
></tangent>

This is simply a balancing issue.  Just because the obvious items will be 
damaged/need repair doesn't mean that casters can't have a similar drain 
placed upon them.  Just as melee classes have a constant money drain 
(repair), casters could have something similar (magic enhancing items wear 
out and need to be recharged, etc.).  The item dependency issue of casters 
vs. non-casters is exaggerated quite a bit in Everquest.  This can be 
solved reasonably trivially without too much hassle if it's made a goal 
early on by the designers.

Brian

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