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 _______________________________________________ Gamers mailing list .. [email protected] To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. _______________________________________________ Gamers mailing list .. [email protected] To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
