[MUD-Dev] Removing the almighty experience point...

Mike Shaver mike.shaver at gmail.com
Mon Sep 20 22:30:48 CEST 2004


On Wed, 15 Sep 2004 17:43:53 +0200, Vincent Archer
<archer at frmug.org> wrote:

> For example, killing one mob of level N is a level N achievement
> (however, killing another is not, of course). Visiting a point of
> interest in game that is guarded by hostile level X mobs is an
> achievement of level X. Keeping under control 3 mobs while a 4th
> is fought by your group is a level Z achievement. Defeating the
> boss of Dungeon Y is another achievement. Using "correctly" a
> skill you can gain at level W is itself an achievement of level
> W. And so on.

This sounds, roughly, like the skill-gain system that Wish was using
when the last beta cycle ended.  It was simpler, as implementation
in real-life software often requires of good ideas, but the basic
concept was the same.  A given (action, target) pair would gain
skill according to a diminishing power law -- a hallmark of Rickey's
designs, generally -- in order to reduce repetitive
grind. Interestingly, it seemed that you needed to make the grind
nearly ineffective, rather than just provide an equally effective
alternative, in order to have players make the switch.  Or maybe
that's not so interesting; similar ground has been covered on this
list before, I recall.

Maybe Dave will jump in and share his thoughts with us, if he's
able.

Mike
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