Deleted
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Post by Deleted on Oct 22, 2019 12:21:05 GMT -5
The games I listed as examples handle XP-from-RP gain automatically via coded systems. There's no staff judgment call on who gets XP from roleplay in those games and it's fairly obvious from the context that I suggested it should be like those games, not some imaginary game where staff decide who gets what amount of XP. If anything such a system would make the game less abusive because the current design structure of the game encourages staff to make the game addictive and time-consuming to the point where its players must spend more and more of their time on Armageddon. I can't think of a more abusive, unhealthy thing than that. You are correct. I did not consider how code might judge RP in lieu of a human. Your examples are:
Sindome (MOO) - earn XP for playing the game -> time counter Inquisition (diku) - earn XP for emotes/thoughts/thinks -> word counter Arx (mush?) - earn XP from social votes -> popularity contest aka likes so this is not code driven but player driven
It's still a grind, just a very different kind of grind.
Sindome and Inquisition reward those who play the most. Arx might work in theory. So I looked at TMC reviews and it appears to suffer the same biases people complain about in ARM (see the Jan. 2019 follow up by Bobobo).
So I don't think you are actually measuring what you want to measure at least with the above systems. It's actually an interesting problem (to me) - how to measure RP (within the context of a game's story) in an unbiased manner.
But, this is digressing from the original thread.
This would actually be an interesting topic of conversation. Progression systems in muds. What's rewarded, what's discouraged. What appeals to what kind of player and if hybrid systems are possible.
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mehtastic
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Posts: 1,323
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Post by mehtastic on Oct 22, 2019 15:30:14 GMT -5
Anyway... I assume NPCs will be more likely to run away when wounded or if they are intelligent, and more likely to charge if they are aggressive. This doesn't really fix the issue, it just makes it more risky to pull off certain griefing maneuvers. But let's face it, if you're griefing then you probably don't care that much about keeping your character alive anyway. So this change only hurts those players of PCs actually trying to stay alive and not get killed by some dumb hunter that bit off more than they could chew, or someone trying to lead certain animals to places to cause trouble. The NPC's use of hunt is already stupid enough, so there isn't much of an excuse for making it even worse.
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