[MUD-Dev] The Player Wimping Guidebook

Matthew Mihaly the_logos at achaea.com
Thu Aug 3 06:14:38 New Zealand Standard Time 2000

On Wed, 2 Aug 2000, Koster, Raph wrote:

> > -----Original Message-----
> > From: mud-dev-admin at kanga.nu 
> > [mailto:mud-dev-admin at kanga.nu]On Behalf Of
> > Matthew Mihaly
> > Sent: Wednesday, August 02, 2000 12:45 AM
> > To: mud-dev at kanga.nu
> > Subject: RE: [MUD-Dev] The Player Wimping Guidebook
> > 
> > 
> > Well, let's be honest here Raph, you CAN get away with nerfing spell X in
> > UO. You could _not_ get away with doing a player wipe.
> Often, we (meaning those of us on the larger commercial muds) have "not
> gotten away" with it in that a substantial number of people quit as a result
> of the nerf. Anything that causes the playerbase to shrink as opposed to
> grow, is frankly, unusual and therefore to be feared (the MMORPGs seem to
> have always-rising player numbers currently). So we'd rate that as "not
> getting away with it."

Ok, fair enough.

> In any case, my point was better expressed by another poster. It's all about
> the emotional investment. Either way, we are talking about removing
> something players are emotionally invested in. So we're arguing about how
> much we can hurt someone's feelings before they quit. The answer will vary
> by player. The better answer is where the average breaking point lies for
> your playerbase.

Well, putting it that objectively (and I agree), it then behooves you to
make your game as addictive as possible so that the average breaking
point is raised. (Bandwidth issues aside of course.)

"He that is wounded in the testicles, or have his penis cut off, shall not
enter into the congregation of the Lord." Deuteronomy 23:1

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