[MUD-Dev] Elder Games

Matthew Mihaly diablo at best.com
Tue Mar 16 11:33:07 New Zealand Daylight Time 1999


On Mon, 15 Mar 1999, Matthew D. Fuller wrote:

> 
> One of my big beefs with this course is the power differentials it gives
> you.  To make your 'older' players go for it, you either have to make it
> attractive to them (more power), or force them into it (which just isn't
> going to fly).  As you keep adding more tiers, you have to increase the
> power at each tier.  So you end up with this massive different between a
> 'level 1' who happens to be a '15th mort/gen/tier/whatever', and even a
> 'level 10' on their 1st time through, to the point that the 'old' player
> can be linkdead, and the 'new' player can be an excellent tactician, and
> the 'new' player will still get utterly slaughtered.  Is that necessarily
> bad?  No, because the 'older' player has been there, put in the time, and
> earned their power.

Is this seriously the case in most muds? A linkdead player can actually
win against someone who isn't linkdead? *boggle*. I don't see how this is
possible, unless you're assuming that all muds use auto-combat (which,
thankfully, is not the case).
--matt



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