[MUD-Dev] Richard A. Bartle talks MUD Design

Otis Viles otis.viles at gmail.com
Thu Nov 11 16:40:25 CET 2004


On Wed, 10 Nov 2004 11:33:01 +0100, Miroslav Silovic
<miro at puremagic.com> wrote:

> How about dynamic drops: the more you raid a single zone, the less
> likely will you find anything worthwhile (which has additional
> benefit of being realistic)?

> This gives player population a *strong* incentive to spread out in
> the world and explore. Now you only need to provide enough space
> for them to keep out of each other's way.

Some MUD codebases have something similar; as each spawned mob is
killed, a counter is kept and the XP value slowly drops to 0. My
experience has been that rather then encourage people to find new
places to grind in, they either whine for reboots (to reset the
counter to 0) or try to find bugs that will crash the server (having
the extra benefit of resetting rare item resets).
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