Chris, that would be great for roleplay intensive muds where combat is, or
should be, quite rare.  But in pure, or nearly pure hack and slash type
muds, that would suck.  Good idea for a roleplay intensive mud, though.
As far as mobs giving the same amount of exp, I played a mud that was like
that, and it was a tad unbalanced, but they overcame that by restricting
areas by level, so only levels 1-10 could kill in the newbie areas, only
levels 11-20 could kill in their areas, and so on and so forth.  I miss that
mud, too bad it had to go down. *sigh*
-Cary 

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Christopher Bartlett
Sent: Sunday, June 24, 2007 12:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Your MUD/Internet CRPG Wish List

Having mobs be worth the same experience and having a constant xp cost to
level together would be unbalancing.. the xp award change and a constant
level cost would work, or constant xp award and scaling level costs.  Indeed
these both have the same effect, encouraging players to take on tougher and
tougher opponents.

What I'd like to see is the absence of quick healing, so that combat becomes
something you do cautiously.  Healing should either be difficult to obtain
(almost a quest in itself) or expensive or otherwise not available at every
bar in the game.

        Christopher Bartlett


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