[MUD-Dev] Battle Systems
KaVir at dial.pipex.com
Wed Oct 6 01:00:27 New Zealand Daylight Time 1999
Matthew Mihaly wrote:
> My problem is with automated player vs. player combat, which I do think is
> a joke. If you're not interested in making it require skill, then why
> bother with it?
> A good PvP combat system presents an absolutely excellent ladder of success
> for players to climb up, and just putting the time in doesn't make you climb
> up the ladder, unlike games where who wins seems to mainly depend on your xp
> and equipment. It's also just plain fun, which is more than I can say for
> automated combat systems that I've seen.
Personally I stick with automated combat, but allow high customisation
primarly before - but also after - combat has begun. My reasoning is
that I want combat to be a test of strategy and counter-strategy rather
than quake-like reflexes.
And yes, a brand new character can defeat a long-term character if the
former is using a particularly good strategy against the latter. Group
combat becomes even more vicious.
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