Re: exp system from "George" at Oct 2, 97 10:35:28 am

From: Andrew Helm (ashe@IGLOU.COM)
Date: 10/02/97

> On Thu, 2 Oct 1997, Andrew Helm wrote:
> >There really isn't a good way to do it. Ideally there's no need
> >for experience caps since players can't kill something above
> >their abilities, yet through equipment, spells, or other such aid
> >players can realistically kill mobs they shouldn't, assuming that
> >the rest of the mud isn't balanced. Which brings up a good point:
> High level players will often beat a mob into mortally wounded for the
> lower level character to strike the killing blow.  I'd say that's killing
> *way* above their level.

Unless it's a multiplayer mud that's purely an act of altruism.
It's generally hard to program in protections against things
like that, although in this case you can simple change the way
experience is given (ie- x amount per hit, etc). However, if
a high level player wants to give away gold or get lower levels
the best set of equipment that they can have then you can't really
do anything about it as far as coding goes. That's something you
have to handle on a person to person basis rather than something
to keep in mind when making sure the mud is balanced.

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