[Veronica, Deutha]
> Okay, this is an idea I saw on another mud (not yet open to the
> public, unfortunately) and it seems like a _very_ good way of
> keeping high level players interested.
That sounds like a good thing. Most players seem to see creatorship
as their ultimate goal (it's a matter of debate as to whether that's
a good thing or not).
> Some of it won't
> work in the DW context, but please read it and see what you
> think.
>
> LEGENDS.
> Legends are level 20 characters.
That would be level 300 (say) on here, then.
> They are those who have completed all
> necessary quests and risen beyond level 19.
Is that _all_ the quests or just a proportion of them (like the 33%
to apply to be a creator)? I suppose that's something to decide. Having
said that, nearly all high-level players will have done all the quests
to get where they are, so it's probably not that relevant. Or are there
quests specifically aimed at getting legend status?
> Occassionally, a new God
> is picked from the Legends to help run the game.
As I understand it, the reason we have any high-level players at all is
because they don't want to be creators here. Of course, a system like
this to persuade people to stick with it long enough to get to high-level
would changed that.
> The object of playing changes dramatically on reaching Legend status.
> There are 6 levels of Legend - 0 to 5. The level 5 legend is the highest
> status that a player may have on the game. The new object is to become
> the level 5 legend.
> There is however only ever one Legend of level 5..and 2 of level 4,
> continuing downward to level 1.
Even just doubling every level would give more than enough spaces to
accommodate the high-level players. And if there are more players than
spaces, it'll just have to be even more cut-throat :)
> There can be an infinite number of
> level 0 legends. Hence to rise to the next Legend level, there has to
> be an available place. A legend may have to eliminate a higher legend to
> make this space.
Competitive advancement, then, like the University and Assassins' Guild.
> When a Legend dies, he/she will always drop in Legend
> level.
> A Legend's level is decided by Legendpoints. These drop at a steady rate
> whether the Legend is playing the MUD or not.
A dynamical system is nice, but should the rate of decrease be the same
for being logged on and not being logged on? Maybe a slower rate, but
still non-zero, if the player is not on. And how will information about
the Legend points be available to the player? A verbal description
(along the lines of your fame being represented by how nice a plaque
you have at the Fighters' Guild) is preferable over numbers in my book.
> To keep at a stable level
> a Legend must gain a certain amount of experience or cash a week. Points
> can be exchanged for this. The higher the level, the more a point costs.
Well, that would provide an alternative sink for xp to endlessly raising
skills to unfeasibly large levels. Cash for points sounds a bit too easy,
though.
> Legends may learn new spells and train for new abilities at the Legends'
> guild. There are also some Legend-only weapons to be found.
These extra facilities need to be carefully balanced, but they would
provide the incentive for players to actually get there. And with a Legend
level restriction on use of the spells/commands/weapons/etc. there'd be
an incentive to stay there. Plenty of opportunity for hybris here :)
> A legend cannot initiate an attack with a normal player, but can
> however be attacked by one and defend his/herself. Hence it is wise
> for a Legend to gain a band of followers who may help him/her
> in battles against other Legends.
And fostering inter-guild co-operation, of course, which is good.
> Players may become loyal to a legend by asking them to 'recruit' them.
> Whenever the player is then in the legend's party, they will receive
> xp depending on their level of loyalty. Players may raise their
> level of loyalty by killing followers of opposing legends
> or by killing legends themselves. A player at the lowest level of
> loyalty will receive normal xp whenever he/she is in the legend's party.
Well, group adventuring is good and this provides one way of formalising
it (more numbers *ugh*). If the logistics can be worked out, and it's
flexible enough, then it's just a matter of seeing if the players would
actually use the system. Titania?
> END LEGENDS.
>
> Well, I like the idea. It fits into the idea of Discworld "Heroes"
> quite nicely, and is more interactive than the hall of fame thingy.
> Plus, I can just imagine CMOT selling tickets to the big Puph vs.
> Klahn title fight for Legend level 5... can't you?
Dibbler doing anything besides selling sausages and getting slaughtered
would be nice to see...
> Veronica, requesting feedback.
Deutha, providing some, but there should be more.