February 2005
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Sporky McBeard
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Hulbert, Leland
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Jim Purbrick
- DESIGN: Player pyramid Mike Rozak
- On grouping, thoughts Jeff Freeman
- On grouping, thoughts Douglas Goodall
- On grouping, thoughts John Buehler
- On grouping, thoughts Freeman, Jeff
- On grouping, thoughts John Buehler
- On grouping, thoughts Douglas Goodall
- On grouping, thoughts Jason Downs
- On grouping, thoughts Mike Oxford
- On grouping, thoughts Mike "Szii" Oxford
- On grouping, thoughts Peter Harkins
- On grouping, thoughts Freeman, Jeff
- On grouping, thoughts cruise
- On grouping, thoughts John Buehler
- On grouping, thoughts Alex Arnon
- Musings on ad-hoc social connectivity as a realtime meta-game J C Lawrence
- More ad-hoc grouping thoughts John Buehler
- [Design] Randomness without Replacement David Kennerly
- More randomness in games Alex Chacha
- More randomness in games David Kennerly
- Focus vs. Scope Mike Rozak
- Bartle receives IGDA "Frist Penguin" Award Koster, Raph
- Bartle receives IGDA "Frist Penguin" Award Richard A. Bartle
- DGN: Mudflation as antibody of a "stain development" HRose
- DGN: Mudflation as antibody of a "stain development" cruise
- DGN: Mudflation as antibody of a "stain development" Bad Mojo
- DGN: Mudflation as antibody of a "stain development" Mike Rozak
- DGN: Mudflation as antibody of a "stain development" Hans-Henrik Staerfeldt
- Attractive Grouping (Was: Focus vs. Scope) Hulbert, Leland
- Attractive Grouping (Was: Focus vs. Scope) olag@ifi.uio.no
Leland Hulbert:
> I've been wondering about a new experience point system, based on
> "experiences." A system where each person receives points for
> doing something new. Killing an orc gives you XP. Killing
> another doesn't, because it's not new. Maybe killing an orc with
> a sword will give you XP, and you can get more by killing an orc
> with a club.
I think this is a good idea for a MUD, might be difficult for a MMO
because of the team-play requirement.
But, wouldn't it be even better to just forget about XP and go for a
skill based system? For instance, you are going to raid some castle
guarded by orcs with clubs. So, first you need to get up your
parry-orcs-with-clubs skill by locating NPCs with clubs, and
fighting lonely orcs with clubs adds most to your skill.
The game system could deduce how much fighting a particular monster
type with a particular weapon type would add to
parry-orcs-with-clubs by looking at the defining characteristics
associated with the parry-orcs-with-clubs skill.
How to implement it?
Alternative 1: You update a skill vector for every monster you
fight.
Alternative 2: You store the past N fights and update a skill when
it is used by scanning the fights that has occured since the last
time the skill was updated. This is probably the more efficient
strategy.
Ola. - Attractive Grouping (Was: Focus vs. Scope) Hulbert, Leland
- Attractive Grouping (Was: Focus vs. Scope) Adam Spivey
- Attractive Grouping (Was: Focus vs. Scope) Paul McInnes
- Attractive Grouping (Was: Focus vs. Scope) Exar Kun
- Attractive Grouping (Was: Focus vs. Scope) Tasci
- Attractive Grouping (Was: Focus vs. Scope) Kiztent Hatepriest
- Attractive Grouping (Was: Focus vs. Scope) olag@ifi.uio.no
- [bus] Anarchy Online to serve in-game ads ceo
- Middleware pricing Dana V. Baldwin
- Middleware pricing Alistair Milne