[MUD-Dev] The Best Guy on the Mud Thing
Caliban Tiresias Darklock
caliban at darklock.com
Thu Sep 16 21:16:35 New Zealand Standard Time 1999
On 02:15 PM 9/16/1999 +0000, I personally witnessed Dundee jumping up to say:
>If your ratio drops relative to the average, then essentially that means
>GooGoo's been practicing more than you have (based on the mud average as he
>is). He's gotten better, and you haven't. Same thing happened you vs. one
>of those other players: Not just (or even at all) because you've gotten
>worse, but because they've gotten better.
Isn't this basically grading on a curve? And wouldn't it unfairly favor the
original playerbase over the newer players?
>Doesn't the model of static mobs and dynamic PCs sort of run contrary to
>that idea though? I mean, the player get better or worse at skills, but
>the mobs are always the same.... when they are really all supposed to be
>creatures of the world, after all.
PCs are special. They will always be special. They are not treated like
mobs, because they are not mobs. PCs are special *because* they are PCs.
Because players do not want to play average Joe Blow members of the
society. They want to play SPECIAL members of society. If I wanted to be
Joe Blow, I could do that IRL.
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