[MUD-Dev] Re: Administrative notes
Jon A. Lambert
jlsysinc at ix.netcom.com
Tue May 13 00:22:05 New Zealand Standard Time 1997
> From: Marian Griffith <gryphon at iaehv.nl>
> On Sun 11 May, Todd Lair wrote:
> > One possible solution would be to force healers to first assume the
> > injuries of other players and then attempt to heal themselves; that is
> > they would only be able to heal themselves. This involves some risk, but
> > a careful player could be absolved of any substantial risk.
> There is no need to force the -healer- to take any risk. If the ability
> is rare and draining that's a way to deter players from being a healer.
> Also, without things to heal there is little point in being a healer.
I use this approach with my healer profession. A healer takes the damage
upon themselves while healing, although to a lesser extent. The more-skilled
the healer, the lower % of damage they incur while healing.
There are 2 other professions that 'engage' in healing and use different
methods to effect it.
> If you want to follow this line of reasoning you must be prepared to
> rethink the very basic premises of the game. Typically it is: create
> a variety of monsters to fight and minimise the time spend between
> fights to avoid players becoming too bored. But make the fight itself
> challenging enough to attract players for the adrenaline rush. Also
> don't bother players with inconveniences (too much) and put in enough
> instruments of mayhem to placate those who want to explore and tinker
> rather than kill anything that moves. As they become more successfull
> they will be able to kill bigger monsters and explore new areas and
> tinker with new skills.
> A roleplaying game starts with: A player assumes a character in a
> fantasy (or otherwise) setting and must act out the behaviour of
> that character through the events the game and the other players
> put her through.
Exactly. A Roleplayer, according to my twisted view, might create a
warrior that had a very weak strength and may also select background
options that would have a severe impact on their combat
effectiveness (cowardice, epilepsy, etc.). A Rollplayer *boggles* at this
concept. Many of todays muds preclude such a character from "developing"
in any significant way. Character power or perfection seems to be the
only goals. An entire rethink of game systems is definately in order.
More information about the MUD-Dev