Anything which discourages repetitive grinding is good to have, it lowers the "barrier to entry" for someone considering coming back to the game.
Additionally I'd suggest giving automated edge points at 100 hours, 200 hours, 300 hours, 400 hours... of course if a player just sits and does nothing for 100 hours, then it can be adjusted down or removed.
For example, the default setting could be 10 EPs at each tier.
Player A at 80 hours is a caballed player with good RP and makes the game enjoyable for foes and friends alike, IMMs set him to get 15 EPs at the next gain.
Player B at 80 hours is a quiet solo explorer and didn't annoy anyone but didn't engage much in making the game enjoyable for other players. IMMs do nothing and he gets 10 EPs at the next gain.
Player C at 80 hours has had a couple of meltdowns and dropped a few full-loots on other players, and seems to attract a lot of dislike and hatred from other players. IMMs set him to get 0 EPs at the next gain.
Player C at 180 hours has behaved really well for the past 80 hours and didn't do bad things to other players. IMMs allow him to get 10 EPs at the next gain.
Also suggest a separate "consolation EPs" for players who die a lot, which allows player to pick edges to compensate (and to help to teach them why they're losing).
1. For example, a defensive edge that tells you how long you're lagged for when you get lagged. You get cranialed, and the message tells you that you got lagged 1.9 rounds.
2. Or an edge that allows you to flawlessly identify shopkeepers' items. Many new players cannot afford the money to ID items sold in shops, which could help their long-term MUD knowledge.
3. An edge that provides a set of basic potions upon using "outfit", if not a Rager.
4. An edge that makes your "outfit" gear provide important secondary stats, e.g. +str/dex for melee re-gear, or saves for all re-gear.
etc.
Edited 1 time(s). Last edit at 09/07/2016 12:31PM by starbright.