View Single Post
  #2  
Old 05-27-2004, 11:14 AM
govtcheeze
Hill Giant
 
Join Date: Mar 2004
Location: South Florida
Posts: 247
Default

This is one of the best ways to do it to keep balance, as long as all of your builders adhere to it. I used this system when I developed a MUD (back in the day) . As we are running a free project, and not trying to raise the anty with every expansion to keep people buying it, I think a truely balanced EQ server would be much more appealing than the current system on live.

Best to set guildlines and stick with them, ie:

All mobs of the same level have approx the same HP (with a random() thrown in ), based on class
All items of the same level have the same max point total
No item should ever have more than X points, ever. Ever. EVER!

It is probably easier to work backwards, so start with X Players in the best gear should have a challenge with hardest_mob_y for your max values and work your way back to 1.

I actually had coded all of my items' stats to be generated on the fly, which would be a major overhaul of the EQ engine.
__________________
GovtCheeze, Welfare Warrior
"Listen, here's the thing. If you can't spot the sucker in the first half hour at the table, then you ARE the sucker." -- Mike McDermott, Rounders

Developer of the original (circa 2004):
Loots v2.0, bitch!
Faction v1.0, bitch!
Magelo-like clone v0.3, bitch!
Zone geometry and spawn/path viewer, bitch!
Reply With Quote