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[MUD-Dev] Re: Levelless MUDs
On Tue, 9 Jun 1998 09:25:42 -0500
Koster, Raph<rkoster#origin,ea.com> wrote:
> Hmm. I think we need to clarify the definition of "level." Does it
> mean providing a metric at all? Or does it mean providing a ladder
> which not only measures your progress but AFFECTS it by opening up
> new capabilities?
In SHADES level did not affect abilities. All characters had the same
abilities. It merely affected the probability of success for any
attempt at exercising a given ability.
I don't recall (and did not play enough) MUD1 and MIST to recall how
they mapped the area. Care to comment Bartle?
> If the former, then our definition is certainly broader than the
> classic one. If the latter, then UO doesn't really have levels, as
> you can manage to make it to the highest points of fame and karma,
> and have a sucky character who has not gained any additional
> capabilities. More analogous to the traditional levels in UO are the
> thresholds in individual skills (most especially crafting skills)
> where you obtain the capability to make more difficult items. UO
> fuzzes these and actually lets you try something very difficult even
> at 1% skill, though, so even that is a bad example.
<nod> cf Shades above.
> The traditional level is more a goal and a reward than a measure of
> achievement. You play to reach the next milestone, and reaching it
> grants additional powers. This is the case on Legend, which Adam
> referenced below. In UO, that next milestone usually means diddly
> (unless you count getting "Lord" in front of your name as
> meaningful).
In Shades the level milestones signified significant changes to the
probabilities of success for various actions. A newbie might have his
summons work 2% of the time. Five levels later he might be up to a
20% success rate (other spells having different progressions (no, I
don't recall the progressions)).
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------(*) Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
- Thread context:
- [MUD-Dev] Re: Levelless MUDs,
John Bertoglio alexb#internetcds,com, Tue 09 Jun 1998, 03:32 GMT
- <Possible follow-up(s)>
- [MUD-Dev] Re: Levelless MUDs,
Koster, Raph rkoster#origin,ea.com, Tue 09 Jun 1998, 14:29 GMT
- [MUD-Dev] Re: Levelless MUDs,
Benjamin D. Wiechel strycher#toast,net, Mon 15 Jun 1998, 20:17 GMT
- [MUD-Dev] Re: Levelless MUDs,
jacob langthorn jlangthorn#towertechinc,com, Mon 15 Jun 1998, 22:46 GMT
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