[MUD-Dev] [News] Virtual goods--Oh, the controversy!

Jeff Fuller jeff at originmail.com
Mon Apr 12 23:04:23 CEST 2004


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Brian Hook wrote:

> The typical "skill" in a game like EQ is just a huge expert system
> based on knowledge, which to me isn't nearly as challenging to
> master or become an expert at compared to games where innate
> player ability is stressed to a higher degree (shooters, Warcraft
> 3, Civilization, etc.).

Having played the highend game in Everquest(NToV/Ssra/PoP Ubbers to
Sol Ro,etc) I can definately tell you there's more to it then turn
on attack and wait for the mob to die. Tanks need to be responsive
to changes in agro as well as mob adds. Healers require great skill
in keeping thier people alive, damage dealers require skill in
maintaining damage output with out garnering raid wiping agro. Pet
classes require greate skill to manage thier pets and keep them
useful to a raid.
 
While the small party (6 man) game is more about "pull and poke" the
end game raid content that yields the the top end items is alot
about skill. More so then a FPS game or Warcraft, since your dealing
with a much more fluid situation in a raid that requires the well
cordinated efforts of 50-70 people.(I remember early PoP raids when
we had 120 people working together)
 
Jeff
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