Re: Ruins and Quests

Rich Skrenta (skrenta@blekko.rt.com)
Wed, 12 Aug 1992 15:58 EDT

The problems are:

you don't know what you'll encounter when you enter
a ruin. Your level 10 guy will go around cleaning up
all of the easy ruins that were meant for newbies.

newbies will discover ruins over their head, get fried,
and it will be all over for them.

I agree the floating/vague ruins are a bit of a hack, but I don't
really see what's so evil about them. I'm not sure I'd go with
the idea myself, but it does wonders for playability and makes the
map far more regenerative.

> So how does this apply to the ruins ? My suggestion is that each ruin
> should only have a limited capacity.

So after you've exhausted the ruin's capacity, you can tell everyone
else where the empty ruin is. I don't see what this solves.

Ruins aren't supposed to be production capital. They're supposed to
be exciting quest-like discovery places. Everyone's quest should be
personal.

--
Rich Skrenta <skrenta@rt.com>  N2QAV


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