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  | |  Re: [MUD-Dev] Re: A world without charity (was Discussion of
MUDsystemdesign, | Re: [MUD-Dev] Re: A world without charity (was Discussion of
MUDsystemdesign, 2003-11-26 - By Ola Fosheim Grøstad
Back "Michael Tresca" <talien@(protected)> writes:
> What's wrong with having the items scale in power to the person > using them? Therefore, a newbie can't get actually achieve the
[...]
> The non-twinkers can still give their equipment to their friends. > They still get the benefit of not having to go through the effort > of retrieving the item. But they can't flat-out use the item to > their advantage. It's like stock that doesn't vest until you've > been with the company for a certain period of time. It's supposed > to "incent" you to stick around.
> RetroMUD does this now. Works fine. Or am I missing something?
You miss out on the effect of having an "uber-item" waiting for you in the bank. Which in turn is an incentiv to stay in the game, a goal that brings meaning to leveling etc, and you get this powerful release of happiness when finally being able to wield the uber-item. Some days should be special. :)
There are usually trade-offs.
(I would prefer your version as a player, but not as a "designer of experiential stimulation"... *shrug*)
-- Ola - http://folk.uio.no/olag/ __ ____ ____ ____ ____ ____ ____ ____ ____ ____ MUD-Dev mailing list MUD-Dev@(protected) https://www.kanga.nu/lists/listinfo/mud-dev
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