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Levels and XP
To pounce upon a passing comment:)
There are a lot of people not wanting to implement levels, or
experience points, or character classes. I see that as that
you actually want to 'move on' as opposed to omit them. You
don't want to quantify player A as 3 better than player B, or
to limit player A to a predefined subset of abilities, or to say
that doing X for so long gives you Y points to spend on anything.
XP, levels, and classes in their current forms are rather black-
and-white.
I'm still using levels, but not as a goal for players or even as
a prediction of 'who will win'. Experience points have quite a
few more flavors than just vanilla, but I still use them for the
skills updates in characters. Classes are being done away
with and replaced by skills on player demand, (that would be
the coder-players in partic, I think). We all want something
a little more refined than the generic system - we want a range
of choice beyond chocolate and vanilla.
So don't jump my boody when I mention levels and xp, for I
too am 'moving on' - just not by dropping everything. Well, I
am dropping classes now - gonna try my hand at integrating
'skills' to replace classes altogether, instead of just being a
support group of variables. My goodness, the effects you
people are having on me.
- Thread context:
- Re: [MUD-Dev] Neighborhoods (was room-based v coord-based),
Brandon J. Rickman ashes#pc4,zennet.com, Thu 26 Jun 1997, 11:18 GMT
- Re: [MUD-Dev] Rumours,
Jon A. Lambert jlsysinc#ix,netcom.com, Thu 26 Jun 1997, 10:11 GMT
- Levels and XP,
Huibai ashen#pixi,com, Thu 26 Jun 1997, 08:43 GMT
- Re: [MUD-Dev] Supporting RP+PG,
Huibai ashen#pixi,com, Mon 23 Jun 1997, 12:15 GMT
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