[MUD-Dev] Re: A world without charity (was Discussion of MUDsystemdesign, development, and implementation)

Ola Fosheim Grøstad <olag@ifi.uio.no> Ola Fosheim Grøstad <olag@ifi.uio.no>
Tue Nov 25 23:09:36 New Zealand Daylight Time 2003


"Michael Tresca" <talien at toast.net> writes:

> What's wrong with having the items scale in power to the person
> using them?  Therefore, a newbie can't get actually achieve the

[...]

> The non-twinkers can still give their equipment to their friends.
> They still get the benefit of not having to go through the effort
> of retrieving the item. But they can't flat-out use the item to
> their advantage.  It's like stock that doesn't vest until you've
> been with the company for a certain period of time.  It's supposed
> to "incent" you to stick around.

> RetroMUD does this now.  Works fine.  Or am I missing something?

You miss out on the effect of having an "uber-item" waiting for you
in the bank. Which in turn is an incentiv to stay in the game, a
goal that brings meaning to leveling etc, and you get this powerful
release of happiness when finally being able to wield the
uber-item. Some days should be special. :)

There are usually trade-offs.

(I would prefer your version as a player, but not as a "designer of
experiential stimulation"... *shrug*)

--
Ola - http://folk.uio.no/olag/
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