I'm confused as to why the mud shouldn't be balanced in terms of xp gain and relative power levels of guilds, as seems to be the leaning on this topic. True balance without making an exact replica of each guild is doable, especially if we're looking only at the rate of leveling rather than the rate of power gain.

This argument:
 Originally Posted By: carmy
Some guilds have 3 casting skills, some have 4, some have 2...you'd essentially have to make each guild an almost exact replicate of one another.
relates directly to the rate of power gain and not the rate of xp gain. I get the feeling I've outlined this somewhere else, but I'll give another go at explaining one of what I'm sure are many ways to allow each guild to gain xp at similiar rates, while paying no attention to the rate at which they gain power from their guild.

So let's assume everyone of level Z should gain X amount of non-combat xp for the same Y amount of activity during a 20 minute period. We have X as our cap, and then each guild's xp gaining abilities are divided up such that if you are completely active (100% on the go as far as xp gain is concerned, not just sitting there chatting) your first action (A) gives you small amount of xp, your next action (B) gives a slightly larger amount, your next action (C) gives a slightly larger amount... and so forth.

In those twenty minutes A+B+C+...+N = X. If your activity wanes to some degree Y, you gain less xp by a factor of Y. There is already an xp cap, but instead of it being defined for the mud as a whole based on time, it's defined by each guild based on how quickly they can pump out spells or repeat skills.

This sort of system allows for different play styles assuming comprable activity levels since what you train is less important. Obviously there are gaps in this quickly hammered out idea - should casting one *6 spell count as the same activity level as casting six *1 spells, should casting a dozen level 1 spells be the same activity level as casting one level 12 spell, and I'm sure there are tons more - but the point is to illustrate that xp gain can be synchronized without sacrificing play style or guild diversity.

We seem to be saying that the fact that some guilds can hands down beat other guilds in the leveling department is wrong, but that there is only one way to fix that discrepancy. We should all be aware, as competent adults, that there is always more than one way to do something (except in cases involving the law). True what I'm saying violates some of the current system's limitations, but the current system was programmed to violate the previous system's limitations. This is a malleable landscape we live on, what's to stop us from thinking outside of the notions that have been thrust upon us (other than a desire to keep Darkemud Darke)?

Oh, and I didn't mention combat because I don't have any opinion on it. Right now, it seems okay to me - your equipment matters more than anything else in terms of xp gain rate.


Edited by Harold (12/06/07 11:43 AM)
Edit Reason: Forgot to mention combat.
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