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<H1>[MUD-Dev] Re: CGDC, a summary</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: CGDC, a summary</LI>
<LI><em>From</em>: "Koster, Raph" &lt;<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 18 May 1998 08:09:23 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: "Petidomo List Agent -- Kanga.Nu version" &lt;<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>&gt;</LI>
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<PRE>
On Sunday, May 17, 1998 10:16 PM Travis S. Casey [SMTP:efindel#io,com]
said:
&gt; This is the primary reason why I favor learn-by-using-based skill
&gt; systems.  In such a system, players are free to define their own goals
&gt; (at least, as far as character advancement goes), and the means of
&gt; achieving those goals to is to exercise the skill in question.
&gt; future.

As many of you know, Legend has been moving towards a highly detailed
skill tree system for some time, and a component of this was improvement
in skills through usage. UO lacks the tree, but kept the usage part. And
I believe M59 also made use of usage for skill improvement.

And now those who made those choices are sorta in backlash against it.
Quite aside from the difficulty of balancing a skill-based system (as
opposed to a class-based system, and yes, there are many half-and-half
systems that can be designed) it's the usage part that is problematic.
It led to a lot of sitting and macroing, and the advancement rates for
differing skill are hellish to balance out.

A couple of issues/approaches/etc

* What UO did: each time a skill test is done, chance of increase,
weighted by an advancement table (UO actually tries to generate said
table based on skill usage frequency)
* Make it time based--skills must achieve a certain minimum number of
tallies in a given span of time, and learning takes place after that
span of time
* Put in a traditional "practice points" system or something to serve as
barrier of entry
* You've got the nasty "atrophy problem" too--players hate losing skill
points, but a usage based system implies eventually maxing out in
everything. Either this or some form of "skills in opposition" table or
something encourages specialization and doesn' t preclude later change
of character emphasis (which we have found to be popular).

-Raph

-- 
MUD-Dev: Advancing an unrealised future.

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<li><strong><A NAME="00672" HREF="msg00672.html">[MUD-Dev] Re: CGDC, a summary</A></strong>
<ul compact><li><em>From:</em> Adam Wiggins &lt;adam#angel,com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: CGDC, a summary</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00864" HREF="msg00864.html">[MUD-Dev] Re: CGDC, a summary</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 03 Jun 1998, 03:16 GMT
<UL>
<LI><strong><A NAME="00880" HREF="msg00880.html">[MUD-Dev] Re: CGDC, a summary</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 04 Jun 1998, 23:01 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00870" HREF="msg00870.html">[MUD-Dev] Re: CGDC, a summary</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 03 Jun 1998, 19:21 GMT
</LI>
</ul>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00656" HREF="msg00656.html">[MUD-Dev] Re: CGDC, a summary</A></strong>, 
Orion Henry <a href="mailto:orionZ#ix,netcom.com">orionZ#ix,netcom.com</a>, Sun 17 May 1998, 21:55 GMT
</LI>
<LI><strong><A NAME="00664" HREF="msg00664.html">[MUD-Dev] Re: CGDC, a summary</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 18 May 1998, 15:11 GMT
<UL>
<LI><strong><A NAME="00672" HREF="msg00672.html">[MUD-Dev] Re: CGDC, a summary</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Mon 18 May 1998, 22:24 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00666" HREF="msg00666.html">[MUD-Dev] Re: CGDC, a summary</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 18 May 1998, 17:16 GMT
</LI>
<LI><strong><A NAME="00668" HREF="msg00668.html">[MUD-Dev] Re: CGDC, a summary</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 18 May 1998, 17:49 GMT
<UL>
<LI><strong><A NAME="00734" HREF="msg00734.html">[MUD-Dev] Re: CGDC, a summary</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 20 May 1998, 18:46 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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