[MUD-Dev] Containing automation?
asmodeus at benshaw.com
Tue Jul 20 14:30:04 New Zealand Standard Time 1999
On Tue, 20 Jul 1999, Koster, Raph wrote:
> > -----Original Message-----
> > From: Matthew Mihaly [mailto:diablo at best.com]
> > Sent: Monday, July 19, 1999 6:08 PM
> > To: 'mud-dev at kanga.nu'
> > Subject: RE: [MUD-Dev] Containing automation?
> > On Mon, 19 Jul 1999, Koster, Raph wrote:
> > > And in commercial games it goes to the extent of custom
> > > packet-altering software for maximum possible speed and efficiency.
> > Good point. What an awful world we live in.
> If you're interested, I can go into great detail about the forms these
> things take when taken to the extreme... :)
Actually, I, for one am interested in this. If you don't know what
people can, and are willing to do to 'beat the game,' you can't protect
> > Assign specialties to each type of work, and have general
> > labourers. Each type of work takes X investment in raw materials and X
> > investment in labour-hours. How much a labour hour costs
> > would depend on
> > the type of work being done. Just hire the workers, and let
> > them go at it.
> > Totally automated, but also a totally level playing field as
> > no one has to
> > know anything about clients to do it.
> It would certainly radically alter the economy! Some things I can think of
> off the top of my head related to this:
> - you can't tie it to an advancement model then, since all players would
> advance steadily at the same rate from it. Certainly not a usage-based
> advancement model. I have come to hate usage based advancement models though
> (and will gladly explain why if anyone asks. :)
Again, I'm asking "why?" Anything besides the opportunity for lots of
macroing by the players to advance through that advancement model?
Unfortunately, IMO, usage-based models make the most logical sense: With a
straight XP one (like traditional AD&D, for instance), the player
(amazingly) gets better at doing everything by killing monsters. It
doesn't matter if he/she/it actually used those skills--they get improved
anyways. What other advancement models are out there?
MUD-Dev maillist - MUD-Dev at kanga.nu
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