[MUD-Dev] Introduction and My solution to Powergamers, Treadmills, and Content Devaluation.
shren at io.com
Tue May 7 06:46:15 New Zealand Standard Time 2002
On Sat, 4 May 2002, Ken Raisor wrote:
> My first decision had to do with Powergamer Content. Powergamers
> easily eat up the most resources in a modern day MMORPG. Modern
> MMORPGs have taken a stance on powergaming that I find perplexing.
> The Solution that seems to be prevelant is to raise the incline of
> your treadmill higher, add additional levels or skill branches,
> and constantly add more High level content.
A few notes on NWN.
I can almost guarantee you will never see an EBay auction of an
NWN character. Anybody who really wants a high level character
without work will be able to get one. After all, the players can
shape the world they play in. The only way to prevent this is a
private character vault, which leads to issue 2:
Coming up with 20 levels worth of content on one server or one
group of servers is a full time job in itself.
That aside, Permadeath, as "permanent death", gets talked about a
lot in this forum (check the archives for multiple DoUS), and is
something of a pet interest of mine. (I play a lot of angband,
where the idea of permadeath is ingrained in the culture.) I'd be
interested in testing whatever you come up with.
MUD-Dev mailing list
MUD-Dev at kanga.nu
More information about the MUD-Dev