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Old 03-07-2003, 10:38 AM   #1
Burr
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Join Date: Apr 2002
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It takes a lot less thought and work to hunt if animals are abundant than if they are scarce. However, because in most muds experience only comes from offensive actions taken, the hunter gains experience points much more quickly if they hunt where it is easiest. This doesn't make sense. Moreover, it is biased towards brawling, rather than other types of problem-solving (including other types involving fighting).

What you might do instead is to create a system where players can choose a goal - or quest - and then get experience for fulfilling that goal, however they go about doing it. It could be something as simple as "kill deer," in which they don't get experience points until they kill any deer in the mud, or it could be something more difficult or complex.

The key is that their experience gaining would rely heavily on them achieving that goal. Anything else they do between making their goal and achieving it (or changing it) would get them few or no experience points, because their goal is what their attention is focused on.

The number of experience points they get could then be determined by how long it took them to achieve their goal, how far they traveled in the process, as well as the type of mob they killed if such a thing was their goal.

Depending on the factors you use, you could allow for a lot of variation in playing styles. Moreover, the staff of your mud could put less time into determining what should be the proper experience points given by a particular mob given what it takes to kill it. Much of that would be placed on the player's shoulders.
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