From: jbl@daimi.aau.dk (Jesper Bach Larsen)
Subject: Re: Ideas instead of 'wiz' level ??!
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark
Date: Thu, 5 Nov 92 10:52:07 GMT

c8927218@cc.newcastle.edu.au writes:


>	I am currently writing the 2nd rewrite of kmud 
>	(Intel arch. based), this version under OS/2...

>	Anyway...
>		I am not fond of the idea of players being able
>	to add locations to my mud just because they have made
>	it to 'wiz' level.   I (believe i) have played most
>	RPG type muds, and have programmed extensively on LP(s)

>	Now the question is thus:  What else can players be allowed
>	to do (as a 'reward') for getting high levels ?

>	One idea i'm toying with is have a maximum level, and then
>	let players 'buy' land and build a stronghold, which of
>	course would require mega $$$ in upkeep.  

>	This has numerous posibilities, including the 'rental' of
>	guards to guard treasure (from other players/monsters) inside
>	their stronghold (I have an upper limit on the # of coins
>	able to be carried before they start to weigh)

>	And hopefully this will add a sort of history to the game.

>	Does anyone have any suggestions/enhancements/cititicisms
>	on the idea?

>	Example:
>		X the barbarian makes lvl 25, and no more hp/sp/mp
>	advancement is possible.  X has 2,000,000 coins in the bank
>	and wishes to build a stronghold.  X purchases a deed, and is
>	presented with a boundary peg which X drops at a the spot
>	where the construction is to be built.  It may be some time
>	before the construction is finished, and this may only be a
>	few rooms,  thisgs sych a locking doors, upper stories, etc
>	can be purchased later.
>		As the GM, i can then repopulate the area as I see
>	fit.  Things such as the addition of surrounding villages
>	and/or shops.  If i didn't like the building i could start
>	a few extra wandering monsters in the area...  etc.

>	Anyway, thats how it is...

>							Anon.


First of all I wan't to point out that my experience comes from DikuMuds.:

 Why even have the immortality? Is it a realistic contribution to the gameplay,
if so, does it actually enhance the game? As far as the realism, think back
to all the adventure books you have read, was any of the great wizards,
immortal in the sence that you see in any Diku game, that is, can stand for
hours without getting damaged? Think about good old Gandalf, he fighted with
the evil Balrog, he was in big trouble, and yet he was supposed to be immortal.
As the Dikus are today, immortals are a distinct part or world of the game,
and this is by no means the choice of the players, many get very disappointed,
and I understand them, many Dikus forbid immortals to mingle with mortal
players in the common gameplay, causing almost any immortal to start up another
mortal players and start all over, just because they missed the playing. An
idea in this matter would be to simply remove the immortal aspect of the
player, and it is quite realistic, for what is the definition of an immortal
player, it could as well be a player that has many hitpoints, have super
powers relative to much lower players, and in a game where you have 200 levels
there really is time to create a character with immortal like abilities, how
immortal the player is depends solely on the skills, abilities, spells a.s.o
he/she have learned, but it is still possible for the 'immortal' players to
dye, just as it should be.
But what would then be the goal of the players? I imagine several ways a player
could gain power. As for the standard 'wizard-commands' that is needed to
perform a quest, and other things. why not try to make these powers
transparent, and sort of build them into spells, or mind, e.g.:

 o Imagine a player that gets an extension to 'word of command' that makes it
   possible for the player to command monsters some special things, like:

   + guard exit south except from kafka, borgash, gregor.

   + go to baker in riversy, buy 10 bread, return

 o GOTO that is one of the first wiz-commands you get as immortal, could be
   replaced with an enhanced teleport, have you ever seen Gandalf snap with
   his fingers then visit the shire for some hours and them back to eg. Rohan?

   Ofcourse it takes more abilities to compensate for the missing 'snoop',
   switch a.s.o, but I think it would be quite possible to put them into
   spells either commands. When a player has gained the 'normal' wizcommands
   in another fashion then what? Players should have the possibility to buy
   houses, even build houses. This would make it possible to make player-
   guilds, imagine 'The white knights' having their own 3 rooms guild, and
   in addition the head of the guild should have the needed power to control
   the guild and make it a success, eg. the head of the guild must have the
   ability to 'command' a guard to watch the entrance, an ability he only
   can get via playing. Also I could imagine players getting the ability to
   produce certain items, like a mage can make a very limited number of
   spell-books, or an alchymist a limited number of potions, ofcourse they
   would have to collect some items as building materials so keep the world
   free of a flod of garbage items. I am sure that the is yet a number of
   possibilities to add to the list of professions, and it would most certainly
   add an important aspect to the game.

These ideas are not a wild mans imagination but things that would be there for
the player when the 2.nd DikuMud V2 site opens:


          -oOo- Unicorn -oO-

/Kafka - Lord of Woods







  

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-------------------------------------------------------------------------------
| Jesper Bach Larsen [jbl@daimi.aau.dk] |                                     |
| Department of Computer Science,       |                                     |
| University of Aarhus, Denmark         |                                     |
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| Jesper Bach Larsen [jbl@daimi.aau.dk] |                                     |
| Department of Computer Science,       |                                     |