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Message ID: 10330
Date: Thu Nov 18 22:01:39 GMT 1999
Author: Kyle Q
Subject: Re: OT: Feign Death nerf (long)
> From: Ryan Honeyman <honeyman@...><Snip>
>
>
> There is a well known fact to online games in relationship to
> player advancement. I believe there is, in real life, a fundamental
> law that collectively describes this <g>.
>
> Players will take the path of least resistance (, to maximize
> the realized or potential gain - be it monetary or otherwise)
>
> I coded on an LPmud for 2 years. I wrote a lot of the object
> code and base structures, along with level design and balancing.
>
> Being invisible, I could watch players find sneaky ways around
> certain obstacles. With 20 or 30 coders, and a mesh of so many
> styles and items... no one could realize the potential impact
> of adding X item to the game on areas where X item was not
> designed in mind for. Earning an item that stuns a mob every
> 5 rounds combined with some other item that also stunned a
> monster produced a unwanted effect in the game. Players knew
> that if they had these two items they could essentially beat
> any monster without risk. Neither wizard was to blame for
> the coding of these items, it was the unrealized combined
> effect in an area which the coding wizard had no idea this
> could or would happen. Players will find a way... with
> hundreds of items doing a hundred different effects, you will
> never know the complete outcome when players begin to experiment.
>
> Is it being resourceful? Is it taking advantage of the code?
> Does it really matter? Once I learned of a player 'exploiting'
> a method against a particular mob, I would alter the behavior
> of the monster under those effects to create a more challenging
> confrontation. It wasn't to ruin the player's experience, it
> was to heighten it. I am a player of accomplishment. If I
> play a game that's too easy, I tend to get tired easily. If I
> play a game that offers new challenges each time, I tend to get
> addicted, ie EQ.
>