[MUD-Dev] I Want to Forge Swords. [Another letter to game

Batir batir at frontiernet.net
Wed May 9 01:18:29 New Zealand Standard Time 2001

----- Original Message -----
From: "Sie Ming" <sieming at gatheringspot.com>
To: <mud-dev at kanga.nu>
Sent: Tuesday, May 08, 2001 19:39
Subject: RE: [MUD-Dev] I Want to Forge Swords. [Another letter to game

> Madrona Tree wrote:

>> [...]  If there were skills to aid tailoring, and you were required
>> to have those skills along with your "main" trade skill, it
>> separates you from your friends who are non-crafters.  If I have to
>> have sheep-shearing, spinning, weaving, dying, knitting, tanning,
>> curing, and sewing as skills, in order to do what I want to do,
>> it's going to separate me from my tanky-meat-shield partner who
>> wants me to come with him to kill stuff, which is going to make
>> neither of us very happy.

> I tend to agree with this.  I don't JUST want to bake bread.  I also
> want to see the rest of your game.  I don't know what a good way to
> do this and be fair about it would be.  You could have an artificial
> distinction between crafting and adventuring (and perhaps social)
> abilities.  Something along the lines of...

> You can pick between: (I'm just making up numbers)

>   1) 500 levels of ability in one of the three
>   2) 450 levels of ability in one and 400 in another
>   3) 400 levels of ability in each of the three

> I don't know that I like that either.  I think the general thought
> it that you should be able to be very good at one thing (though
> perhaps not the "very best") and still participate to a certain
> extent at the others.

I am very anti-class or proffesion locking.  I rather like the way UO
allows you to follow any path you chose, and to switch paths at any
time.  But, to be a warrior, you need a minimum of two skills, tactics
and either mace, wrestling, swordsmanship, archery, or fencing.  Add
in anatomy or parry to futher specalize.  Oh, add magery, and it's
modifying skills of inscription and evaluate intelligence.  See a
pattern here?  Lots of interacting skills allowing for specialization
along many paths.  Take blacksmithing.  One path.  Only skill even
close to interacting, mining, and you can buy ingots, so that's rather
moot.  Take carpentry.  One path.  Interacting skills?  Lumberjacking,
but you can buy logs too (although lumberjacking will aid in fighting
with an ax).

I am not saying that if I want to be a tailor I should give up any
hope of killing a rat, but if I spend all my time sewing, surely I
shouldn't be able to kill the most difficult creatures in the game.
And if I do want to be the best tailor I can be, maybe even a
moderately difficult creature should be, err, well, moderately


MUD-Dev mailing list
MUD-Dev at kanga.nu

More information about the MUD-Dev mailing list