[MUD-Dev] Star Wars Galaxies: 1 character per server

Marc Fielding fielding at computer.org
Tue Dec 24 11:05:47 CET 2002


[Rayzam]

> That's the crux of what I've been saying. Developers set up limits
> on the single character, either via a class, or the total number
> of skill points or skills allowed to be trained by one
> character. In an MCS, you've argued that you should be able to
> have your wizard teleport your monk around. If you can also then
> have your healer heal your monk, and your crafter make him
> equipment, and your alchemist make him potions, then what you're
> doing is bypassing the developer/designer character balance. As
> you're suggesting up there, making a hybrid means you'd not be the
> best of the best in everything. With MCS, you can be the best in
> everything, because your monk wouldn't need to waste any character
> resources on teleportation, because your wizard would take care of
> that. Hopefully this example is a bit more clear than the
> abstracted way I stated it before.

It seems to me you're basing your anti-MCS stance on the behavior of
extremists. Do you truly believe that a large percentage of the
population has the time, interest, finances, etc. to build and
manage multiple characters? I find that the temporal cost alone will
serve to restrict such "parallel-leveling" to only the most
dedicated.

-Marc







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