[MUD-Dev] The Best Guy on the Mud Thing
SkeptAck at antisocial.com
Mon Sep 20 20:33:50 New Zealand Standard Time 1999
Caliban Tiresias Darklock <caliban at darklock.com> wrote:
> Take some other value from each character -- something which will not
> change over time, such as an ordinal player number, which the player =
> control over and CANNOT SEE.=20
Last I heard, Asheron's Call was going to implement this: using the
account number of the player.
> This has the additional benefit that it does not impact teaching; your
> in-game "mentor" NPCs can teach the spell based on the individual =
> referring to the appropriate value.=20
Actually so could the in-game PC mentors, as long as there was a
Teach-Spell function in-game. That would allow characters to share and
trade spells (in-game, which I think is appropriate) while still =
web-sites from doing it.
Still, though... I think the mana pool idea is essentially a bad one. =
time characters are going to, on average, get richer, higher level, etc.
So also, over time, more and more characters are are going to know more =
more spells. Which, with a mana pool, means that over time, all spells =
going to get weaker.
Is the design goal "I want magic to be powerful when the mud first opens,
and then get slowly weaker over time..."?
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