<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: Levelless MUDs --> <!--X-From-R13: Vbyyl Ebzzre <ufbzzreNzvpeb.gv.pbz> --> <!--X-Date: Mon, 15 Jun 1998 07:08:44 -0700 --> <!--X-Message-Id: Pine.HPP.3.91.980615084737.2654D-100000#emu,micro.ti.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: Pine.LNX.3.96.980612233438.5736A-100000#mpc,dyn.ml.org --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: Levelless MUDs</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:hsommer#micro,ti.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg01044.html">Previous</a> | <a href="msg01046.html">Next</a> ] Thread: [ <a href="msg01010.html">Previous</a> | <a href="msg01053.html">Next</a> ] Index: [ <A HREF="author.html#01045">Author</A> | <A HREF="#01045">Date</A> | <A HREF="thread.html#01045">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: Levelless MUDs</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: [MUD-Dev] Re: Levelless MUDs</LI> <LI><em>From</em>: Holly Sommer <<A HREF="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</A>></LI> <LI><em>Date</em>: Mon, 15 Jun 1998 09:03:51 -0500 (CDT)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Fri, 12 Jun 1998, Matt Chatterley wrote: > I suppose the key things to look at are *exactly* what is influenced by > levels, and how else you might handle it. Swap in other things which make > more 'sense' (for instance, apply a strength stat to damage instead of > level, and so forth). After going over it with some who have played in this environment, and others who have written code for it, the following things have been highlighted: o We'll have to move from a %based skill proficiency system, to one which has no artificial ceiling (100% is max... hey, is anyone perfect at ANYTHING?) where you have skill bonuses and penalties (+8 on pick lock) and that each skill has a counterskill (working on a -5 difficulty lock, for a net effectiveness of +3) while throwing in some luck (so roll a 3d6 and get <= net effectiveness, where 18 is always a fail, and 3 is always a win) o Remove the level restrictions on eq. This is what the builders objected to the most (see below). I am of the mindset that levels could still be left in place for deciding relative "power" of the eq (and the goodies/bonuses/penalties/etc. which go along with the more desirable eq), but that if player characters no longer have player levels, then there is no level check for using eq: you found it, you can use it. o Other means of identifying the experienced bravados from the well-equipped newbie. Obviously, this is in the skill bonuses/penalties realm. You can outfit Bubba the Well-Travelled Adventurer and Boffo the Brand New Player the same, but Bubba knows the game better, and has spent time LEARNING things, which will be to his advantage, should he and Boffo ever be in the arena together against one another. o Give players who wish to not killkillkill something else to do, which represents well-spent time. Player houses, quests, let them run a city, RP, etc. Essentially, levels are being used for two things: 1. Determining when you can learn a skill 2. Determining when you can use eq We have considered using skilltrees - sets of prerequisites - for skills. This removes the artificialness of "sorry, you can't learn dodge, it's a level 20 skill in THIS game, and you're only level 3), and of using rune-based magic, so that you don't have situations where "fireball is just a level 30 version of magic missile). It would also be easy and popular with players to promote our eq as "having no level restrictions! You find it, you use it!" For some reason, however, if you use precise language and say "levels are being removed," those who are accustomed to them absolutely flip out. It's very very strange. I guess people assume that eq which would have been known as "level 50 eq" will just be lying around the newbie area, and will seriously unbalance the game. If that IS the case, it's not so much a problem of system design, as it is of poor AREA (builder) design. > Converting from level based to levelless is certainly an interesting > notion - what are your initial thoughts on how to approach it? Well, my initial thoughts were "toss it out on the table and let people (the staff) pick at it, and make suggestions on how to possibly make a transition. I never envisioned the mayhem that a mere suggestion would cause. > How do you expect the playerbase to react? If it's anything at all like the staff members I've merely MENTIONED this to, as a possible *consideration* - with great bouts of gnashing of teeth, and with feelings of betrayal. And that's without even speculating aloud, what a change like removing levels would entail. Bleah. We decided it best to just go ahead and start work on an experimental server, and leave everyone else out of it while we work on it. Too much strife, and too many cooks with their fingers in the pot, if we involve player and builder feedback during the construction phase. It'll be a coder's endeavor, initially. -Holly </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="01156" HREF="msg01156.html">[MUD-Dev] Re: Levelless MUDs</A></strong> <ul compact><li><em>From:</em> Matt Chatterley <matt#mpc,dyn.ml.org></li></ul> <li><strong><A NAME="01064" HREF="msg01064.html">[MUD-Dev] Re: Levelless MUDs</A></strong> <ul compact><li><em>From:</em> "Jon A. Lambert" <jlsysinc#ix,netcom.com></li></ul> <li><strong><A NAME="01053" HREF="msg01053.html">[MUD-Dev] Re: Levelless MUDs</A></strong> <ul compact><li><em>From:</em> Adam Wiggins <adam#angel,com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="01010" HREF="msg01010.html">[MUD-Dev] Re: Levelless MUDs</A></STRONG> <UL><LI><EM>From:</EM> Matt Chatterley <matt#mpc,dyn.ml.org></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01044.html">[MUD-Dev] Re: Analysis and specification - the dirty words of mud development?</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01046.html">[MUD-Dev] Re: Analysis and specification</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01010.html">[MUD-Dev] Re: Levelless MUDs</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01053.html">[MUD-Dev] Re: Levelless MUDs</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01045"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01045"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>[MUD-Dev] Re: Levelless MUDs</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="01230" HREF="msg01230.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sat 27 Jun 1998, 02:19 GMT </LI> </ul> </ul> <LI><strong><A NAME="01119" HREF="msg01119.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Wed 17 Jun 1998, 20:45 GMT </LI> <LI><strong><A NAME="01124" HREF="msg01124.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Thu 18 Jun 1998, 18:43 GMT </LI> </ul> </ul> <LI><strong><A NAME="01010" HREF="msg01010.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Fri 12 Jun 1998, 23:36 GMT <UL> <LI><strong><A NAME="01045" HREF="msg01045.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Holly Sommer <a href="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</a>, Mon 15 Jun 1998, 14:08 GMT <UL> <LI><strong><A NAME="01053" HREF="msg01053.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Mon 15 Jun 1998, 22:11 GMT </LI> <LI><strong><A NAME="01064" HREF="msg01064.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 16 Jun 1998, 02:59 GMT </LI> <LI><strong><A NAME="01156" HREF="msg01156.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Sun 21 Jun 1998, 16:30 GMT </LI> </UL> </LI> </UL> </LI> </ul> </LI> <LI><strong><A NAME="00898" HREF="msg00898.html">[MUD-Dev] RE: META: Archives.</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 08 Jun 1998, 15:29 GMT </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>