Re: exp system

From: Rich Chiavaroli (rchiav@FRONTIERNET.NET)
Date: 10/02/97

On Thu, 2 Oct 1997, Andrew Helm wrote:

> Cool idea! :)
> In fact, why not just take it a step further and do away with levels
> all together. If you think about it levels are just a way of
> saying you trade experience for advancement of your character.
> Instead of getting the extra hitpoints, thac0, etc in one bundle
> let players spend their experience in any manner they want. Players
> will be able to customize their characters according to what they
> see as important. The cost would depend, of course, on how advanced
> the player already is in whatever area they're spending the
> experience on. Anything which depends on levels, such as dispel
> magic, could be based on an arbitrary number that represents
> how advanced a player is "overall".

Ummm I thought about this. Two reasons that I'm not going to do it.
I don't think the majority of mudders out there would like a mud
where they didn't have levels and could say that they were higher
than someone else. People like that structure for some reason. *shrug*
Second, I really don't want to go through the whole source code and
rewrite every GET_LEVEL(ch). I'm sure I could probably rewrite the
macro to use the new system but there are so many places that would
have to be completely rewritten. Just not something that I want
to dive into right now. It's something I might try once I get this mud
off the ground. I might take stock code and install all of georges patches
that I didn't out into this one now. (Sorry I'm not going to hand patch
those combo patches and I didn't look at them before my code got to
far from stock to attempt it). Then try to rewrite some major
systems. Anyway.. thanks for the feedback.


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