Khandrish said: Before I go into anything else I realized when I woke up this morning that I forgot a piece of the puzzle. The bucket will drain even when players are offline.
The danger here is that you're effectively rewarding players for not playing. Most newbies will immediately quit if they see an empty mud, so (particularly when the mud is just getting started) there's a huge benefit in encouraging your established players to stay online.
Khandrish said: This is an issue faced by players in most (all?) systems without a cap. Those players who have been there longer are simply so far ahead there is nothing a new player could do.
It's a problem of open-ended advancement, yes - in fact I've mentioned it before: http://www.mudbytes.net/topic-2506
However in a typical mud, if you play for one hour per day for a month, then I start playing two hours per day, after another month I'll overtake you. With the bucket proposal, if you start before me I can never quite catch up with you (let alone overtake you), unless you stop playing for a while.
It's not quite as bad as I thought, now that you've clarified your proposal is per-skill. However the same issue would still apply to the character's primary skill/s.
Khandrish said: I thought the bonus scheme I had described covered this. The more disparity between the highest player and "you," the faster you learn a skill. The closer you get the lesser the bonus.
The problem is that newbies won't view it as a bonus, but as a penalty; the closer they get to catching up, the slower they'll advance. Likewise, I feel it could be frustrating for the oldbies, who'll see those newbies flying up the skill ranks that they themselves had to crawl up.
With my "varied hole-size" proposal, the newbie could still advance at (for example) twice the speed as the oldbie, but to do so they'd have to earn twice as much experience. The oldbie would see that the newbie was literally putting in twice the effort, and the newbie would feel their efforts are always equally rewarded - although they'd need to put in less and less time the more they advanced (which could be another problem, although in my experience this actually matches the way many people play anyway).
Khandrish said: One of the benefits, for a developer, in this system is that you always know exactly how fast players can advance since you can set the maximum rate. This way you can plan out developing new areas, creatures, skills and so on instead of having to rush to put something out because a small but very vocal part of your population suddenly has nothing to do because they advanced faster than you thought they would.
Players eat through content far faster than developers can create it, and will often get bored and quit once they've finished everything - but they (hopefully) hang around long enough to draw in the next generation, who then make their own way through that same content. Over time the content grows, and therefore the players stay longer.
With open-ended advancement you'll need to constantly keep adding new content, and with your bonus scheme your older content will be used less and less, as new players hurtle through it at increasing speed. This will make it more difficult to build up a playerbase.
You could have the content automatically scale in power as well, but then the top players would find themselves constantly facing the same content to advance, and that really would feel like a grind.
Khandrish said: If I wanted to get REALLY crazy, could even have a check to see what the highest skill-level is that that player has reached on that account for that skill and provide an additional bonus. Again this bonus would disappear as they got closer to their personal best but this would allow a player to, essentially, progress multiple characters at almost the same rate. Allowing them to role-play/experience different playstyles without forcing them to grind nearly as much.
With open-ended advancement the grind is always going to be endless, but an account system is a decent way of discouraging multiplaying - players who put their characters on the same account would advance faster, but they wouldn't be able to play more than one at a time. Players who created multiple accounts would be able to multiplay their characters, but they'd advance slower.
Khandrish said: I guess the question would be, just how undesirable is this? In such a system, would it be desirable to have a secondary characters bonus to any skill be based on the highest skill achieved by the primary character, instead of a skill-by-skill basis? Ignoring the learning rate, it seems like that would provide for a more 'realistic' character.
Yes, I think that would be more desirable. Not because of realism, but because it encourages diversity. If each skill is advanced in isolation relative to the top player in that skill, you'll rapidly reach a point where every character has pretty much the same skills, simply because the lower skills advance faster.
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