[Home] [Groups] - Message: [Prev in Group] [Next in Group]
16589: Re: [MUD-Dev] Experience System Differences
[Full Header] [Plain Text]
From: "Ben Chambers" <bjchambers@phoenixdsl.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 16 Jan 2001 16:11:01 -0800
References: [1]
Organization: Kanga.Nu
From: "Hans-Henrik Staerfeldt" <hhs@cbs.dtu.dk>
> On Mon, 15 Jan 2001, Alornen wrote:
> >
> > Are there any complications that would arise from using either of
> > the systems?
> >
> > What are the benefits of each system?
> >
>
> I'm assuming youre talking about a level-based/combat-based system.
> There are many alternatives, which can be found in the archives :-)
>
> Game-balance-wise, the two systems may be exactly the same
> (if you adjust the exp-gain/exp-requirement correctly), meaning
> that a player will have to accomplish exactly the same to gain a
> level.
>
> However, if you want your users to be able to quickly assert their
> situation, and be able to communicate information about NPC's, the
> system, where NPC's give a static amount of exp will make things
> much easier. Otherwise the players are not able to communicate how
> many exp an NPC will give you. Rather than keeping track on exp-gain
> tables for a multitude of monsters, they only have to know how
> many exp they need for the next level, and know how much exp each
> monster give them.
Yes, it is easier to communicate, but what about this. If a level ten
characther, who has never swung a sword before tries to chop a rabbit
in half, it shouldn't be easy, and besides that he should still gain
at the rate at which a level 1 charachter would, it is after all his
first time. Why not try a skill based system?
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev