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

Brian Hook bwh at wksoftware.com
Sun Feb 25 22:02:10 CET 2001


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

_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list