My idea for a level-less character progression system (aka way to spend your exp points) is as follows:
1) Monsters, on killing them, give you experience points
2) You can use these experience points to train your skills, or learn new skills
3) The higher your skill levels, the less experience monsters drop, so you have to kill tougher monsters
PK combat would not give exp points, allow you to steal their stuff or money, or anything that couldn be done without killing them. Instead, if the player is an enemy of your city, race, house, clan, etc, it will give you Valour points, if they're not an enemy, it gives nothing except an extra kill, and possibly a penalty by Admin or some sort of court system. Valour could be useful for buying super-rare items, for example, an amazing set of armour. Needless to say, as well as requiring lots of Valour, the items will also require loads of cash.
AFAIK, no well-known MUD uses such a system.
Now then, you could choose to accommodate players who spend lots of their time trading, that is, shopkeepers. You could do this by "selling" experience - for example:
Also, those that spend loads of time fighting could do this:
This would negate the need for mobs to drop money, and also prevent players from "maxing out" on their character's stats for a tad longer. Of course, mobs would still need to drop items from time to time, else shops would need to sell everything, but they shouldn't drop rare items too often, obviously...
Please post any feedback on this, as I might be making my own MUD sometime soon... Well, a text-based online multi-player single-server RPG, at any rate ;o)
1) Monsters, on killing them, give you experience points
2) You can use these experience points to train your skills, or learn new skills
3) The higher your skill levels, the less experience monsters drop, so you have to kill tougher monsters
PK combat would not give exp points, allow you to steal their stuff or money, or anything that couldn be done without killing them. Instead, if the player is an enemy of your city, race, house, clan, etc, it will give you Valour points, if they're not an enemy, it gives nothing except an extra kill, and possibly a penalty by Admin or some sort of court system. Valour could be useful for buying super-rare items, for example, an amazing set of armour. Needless to say, as well as requiring lots of Valour, the items will also require loads of cash.
AFAIK, no well-known MUD uses such a system.
Now then, you could choose to accommodate players who spend lots of their time trading, that is, shopkeepers. You could do this by "selling" experience - for example:
CONVERT 500 gold to experienceAlso, those that spend loads of time fighting could do this:
CONVERT 5000 experience to goldThis would negate the need for mobs to drop money, and also prevent players from "maxing out" on their character's stats for a tad longer. Of course, mobs would still need to drop items from time to time, else shops would need to sell everything, but they shouldn't drop rare items too often, obviously...
Please post any feedback on this, as I might be making my own MUD sometime soon... Well, a text-based online multi-player single-server RPG, at any rate ;o)