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28300: Re: [MUD-Dev] variable difficulty levels (was: ghost mode)

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From: David Snyder <david@mail.isc.rit.edu>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 11 Sep 2003 20:59:04 -0700
References: [1]
Organization: Kanga.Nu
On Thursday, September 11, 2003, at 10:08  AM, Corey Crawford wrote:

> If your difficulty level is set high you get more
> stat/skill/spell/whatever points when you actually do level. If
> you set it low, then you level faster but have a less powerful
> character in the end.

I can't really see this working in a level-based environment for the
simple reason that given enough time everybody hits the level cap.
At that point the developers are going to have a tough time
explaining to the player of the path of least resistance why their
character has some fraction of the power that their friends have.
Perhaps if that player could go back and "re-earn" some levels if
desired it could work, but there are quite a few pitfalls there as
well.

-David/Xyrrus
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