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Re: [MUD-Dev] Battle Systems
Matthew Mihaly wrote:
>
[snip]
> My problem is with automated player vs. player combat, which I do think is
> a joke. If you're not interested in making it require skill, then why
> bother with it?
[snip]
> A good PvP combat system presents an absolutely excellent ladder of success
> for players to climb up, and just putting the time in doesn't make you climb
> up the ladder, unlike games where who wins seems to mainly depend on your xp
> and equipment. It's also just plain fun, which is more than I can say for
> automated combat systems that I've seen.
Personally I stick with automated combat, but allow high customisation
primarly before - but also after - combat has begun. My reasoning is
that I want combat to be a test of strategy and counter-strategy rather
than quake-like reflexes.
And yes, a brand new character can defeat a long-term character if the
former is using a particularly good strategy against the latter. Group
combat becomes even more vicious.
KaVir.
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- Thread context:
- Re: [MUD-Dev] Battle Systems, (continued)
- Re: [MUD-Dev] Battle Systems,
Hans-Henrik Staerfeldt hhs#cbs,dtu.dk, Mon 04 Oct 1999, 18:54 GMT
- Re: [MUD-Dev] Battle Systems,
Matthew Mihaly diablo#best,com, Mon 04 Oct 1999, 18:54 GMT
- RE: [MUD-Dev] Battle Systems,
Christopher Allen GMFangs#ASMRB,org, Mon 04 Oct 1999, 21:56 GMT
- [MUD-Dev] ADMIN: We should be back up now,
J C Lawrence claw#varesearch,com, Sat 02 Oct 1999, 08:27 GMT
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