6
« on: June 02, 2003, 10:20:58 am »
Good Point Nadius.
I like the graphical approach, but its sort of hard to gauge your performance because people need something concrete that they can see to tell them how strong they are so they can compare themselves to others. Also it makes killing of monsters a little harder because while you might be able to land an attack on a rat how can you gauge if you can land an attack on a Dragon and thus should you go and fight a dragon. Whereas in other games its like well you need 45 int and 45 wis and Chainlightning spell and you can drop dragons in two spells or 70 strength and a decent sword.
Instead of number based skills the idea of having words describe them is a great idea. The first MUD I ever played whose name I sorta forgot but it was pay per play so I Didn\'t play it long had that system. They had skills like Sword fighting, Shielding, Fishing, Baking, Club Fighting, Exploring, Speed, hunting, ... And there were like 20 levels and you start out as inexperienced but you can progess over time. Another cool thing was that to progress you could only do that in 2 ways. You could learn the skill from another player by \"training\" with them in which someone who might be a master hunter training a novice hunter and gets them to a fledgling hunter. There were also certain NPC\'s that could train for a price and there was always the option that the longer you did such skills such as sword fighting the more it would go up. I personally like that system the most. It is one of the most unique I have ever seen and has moved away from the unrealistic system of numbers to display skills/stats.