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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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