[MUD-Dev] The Relationship between pkers and monster AI?
gmiller at classic-games.com
Sat Sep 11 02:23:08 New Zealand Standard Time 1999
Tony Wilkinson wrote:
> I think that's an excellent point. From my experience of MUD's with pker
> problems, it is generally MUCH more worth while (as far as "loot" is
> concerned) to kill other people than monsters. At the very least they have
> a full set of armour and provisions. Does the "only loot 1 item" (ala EQ)
> work? Well yes it does make it less worth while but "realism" is sacrifised
> I guess.
The obvious solution is to have mobs that don't run around naked all the
time. It's also important to limit the variation between typical eq and
the best eq. Otherwise, players will tend to much more of the really
good stuff. Overpowered eq is also one of the reasons people create
storage characters. If they could easily get stuff that wasn't a whole
lot worse than what they had, why worry about storing it?
> I find it hard to believe that the vast majority of pkers do it because they
> are social misfits (although I am sure some are). I can't help thinking that
> most are either bored or think they "need the loot". The first of these I
> believe could be dealt with by making genuine interesting and challenging
> quests and by making monster FUN to fight. Perhaps even making quests which
> give players things killing other people cannot do. Titles or other status
> simbols might work here.
Except that they run out of quests, and most people don't seem to enjoy
quests very much in the first place. Making monsters more fun would
certainly help with a certain class of people.
Conspiracy theorists mistakenly assume others think before acting.
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