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Old 08-18-2008, 05:17 AM   #3
Mabus
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Join Date: Jan 2006
Posts: 213
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Re: Avoiding mistakes in char gen/early game

As was stated before, welcome to Top Mud Sites.

Learning the mechanics of any game can be a bit rough. Sometimes it is best to drop by a game's forums and discuss the intricacies with the current players. Often, you may get varied opinions on how to min/max a character (if that is what you are looking to do) from those that are mechanics-explorers. There are people that actually love to figure out the hows-and-whys of the code.

I can fully understand the "wisdom is king" dilemma used by most DIKU MUDs. It never fully made sense to me that wisdom and intelligence should be so highly prized in training a melee class. In the code I have been working on the practices/trains gained depend on the prime used (often the main attack, except in the case of artisans) statistics for the class.

Strangely, just tonight I had updated our code to change the maximum that a skill could be "practiced" with a teacher. It does use the base charisma, intelligence and wisdom of the teacher, and the intelligence of the student to define a max % for practice, within a minimum of 40% and a maximum of 90% range.

In a case like this I posted the change in our "Changes" thread and started a thread under the "Idea" folder (on our forums) so that players could discuss the changes with staff and others. I also changed the in-game help file (which is also available on the website) on practice to reflect the change.

I agree that proper documentation is key, but on some games it is a guide rather then a hard and fast character setup system. However. the onus is often on the new player to read the available documentation, and ask questions, before they have invested a large amount of time into a character.
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