Talk:MUD Development

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Please post comments, questions, remarks, etc. here. Harakan 17:37, 24 July 2007 (CEST)

Contents

[edit] Gold Sinks

How about for 'fast' transportaiton between areas; allow builders to designate a room as a 'train station' (but RP...), where you can go between any two for some fee. Perhaps more than one kind, as sometimes it makes sense to take a boat. No use if VT. - Noran ($$$|Talk|Contribs) 23:34, 24 July 2007 (CEST)

i think Noran has a good point here. it would be very RP to devise a way to do it(perhaps have certain builders create a mob specifically for this purpose if the area they're building calls for it). the mob would be simple to create and work a lot like the Captain in Rak Urga or the one in Selda. speaking of which, perhaps it'd be wise to start making the captain in rak urga charge a fee? just another way to sink gold. Milgrid already charges a fee, perhaps raise it? also, if this were implemented in some way, it would be enormously helpful once links are put in. if you thought the walk to Rak Cthol was bad now .... Hafwen 09:29, 26 July 2007 (CEST)
A transportation system has been discussed in the past as a necessity once relinking has been completed. This is definitely a thing on the agenda. Harakan 09:33, 26 July 2007 (CEST)

Also, player houses. - Noran ($$$|Talk|Contribs) 23:57, 24 July 2007 (CEST)

expand on this? Hafwen 09:29, 26 July 2007 (CEST)
Like Builder House but costing gold. - Noran ($$$|Talk|Contribs) 16:25, 26 July 2007 (CEST)
Like, having hostel timers count down every time a keyholder is online? ;) - Anheg 20:10, 26 July 2007 (CEST)
There's a fair amount you can do with a (clan|builder) room ya can't with a hostel, e.g. mobs, fountains, etc. Could have a bunch of stocked mobs with stock mprogs set up (with an owner variable), other things, that you pay more rent for (and set descs on), though, to make it truly excellent. I'd be willing to write a bunch of such mprogs. - Noran ($$$|Talk|Contribs) 20:30, 26 July 2007 (CEST)
good idea. please imp a timer that allows the keyholder to know when the time will run out so they can log the alt and renew the hostel room. Hafwen 20:32, 26 July 2007 (CEST)
An option there would possibly be (just brainstorming) to not immediately clear the hostel room when the time runs out but just unlink the exit, making the room inaccessible. Of course this also means there's no real reason anymore to rent the room on an alt and people could just use their "main" char, preventing them from missing the timer from running out. Harakan 20:38, 26 July 2007 (CEST)
If done this way, maybe strip all hostel keys from pfiles and make them (keys) free for a week? Who knows who has what keys now... - Noran ($$$|Talk|Contribs) 01:16, 27 July 2007 (CEST)
I'm not a fan for the idea of allowing player rooms that are similar to builder rooms. This is probably more because I paid for my builder room with builder points. I do think that once relinking is complete we should be able to pick from 5-6 home cities on creation. Each of these home cities should than have a hostel. Too many people use alts to purchase hostels that way they can cheat the timer, if we have it count down regardless of whether that character is on it should eliminate that problem and hostels will be gold sinks again. Mortiris 22:01, 29 July 2007 (CEST)

[edit] Mechanics

FTA:

Prophecy is based on ROM, which is based on MERC, which is based on DIKU. 
ROM has a maximum player level of 60, DIKU has a maximum player level of 40.
Prophecy allows up to 91 levels.

This increase in levels has also meant an increase in equipment stats.
The problem here lies in the fact that the original code might not be able
to cope with the new stats. The original designers might have had a certain
maximum in their heads while writing the code, which does not scale up when 
player stats exceed that maximum.

Why not just go back down to 60 levels? After some scaling, it would make this easier, and, I believe, improve the mud, making leveling more tolerable. - Noran ($$$|Talk|Contribs) 22:56, 26 July 2007 (CEST)

Please note that going back to 60 levels means a complete player wipe, removal of all current eq and a recode of all areas that drop eq >60 .. I don't think that'd be a wise course of action. Yes, leveling is tedious at the moment, but that isn't (currently) part of this discussion. Harakan 09:07, 27 July 2007 (CEST)
It means none of those things. Just make everyone's level 2/3 of what it is now or so. Similar with eq. OK, dumb idea, nevermind. - Noran ($$$|Talk|Contribs) 02:47, 28 July 2007 (CEST)
Levelling is tedious due to its repetition. We all go to the same areas and kill the same mobs in order to level. I think if we were able to gain experience through exploration it would make it much more interesting for people to explore different areas than Sthiss Tor and Lake Sendar for the first 25 levels. Perhaps there is an easy way to code for experience on killing a mob for the first time or finding an area for the first time. Also giving more than up to a 100exp for an aquest, perhaps somewhere between 200-500 based on the time it takes to complete the aquest. Removing the experience reducer from groups would allow more interaction and make it more enjoyable killing mobs as well. I don't think we will be able to reduce the levels ever but if we make it more interesting to level at least people won't mind when everything gets reduced and becomes harder because they will have more diverse ways of attaining experience. Mortiris 22:13, 29 July 2007 (CEST)
I have played with the idea of "explore count" which would simply show the percentage of how many places you have covered in this mud. I have no idea if it can be accomplished. However, the higher your explore percentage is the better exp bonus you would get. Like this, players might actually move around more while leveling instead of concentrating on few specific mobs alone. Horja Jul 31 08:32:47 2007
I can just see big speedwalks (or scripts with reffing) being made for this.... - Noran ($$$|Talk|Contribs) 19:40, 31 July 2007 (CEST)
Mortiris said: "We all go to the same areas and kill the same mobs in order to level." - Or, people could start exploring other places to level. I currently use Slaver's cove, Faldor's Farm, Medalia, Vo Seldor, Asturian Rebel Camp and Rindig (that's just to name a few) whenever I level an alt. I never use Sthiss Tor, I rarely use Rak Urga. How did I discover these other places? By exploring and killing mobs. People just need to stop being lazy and not try to get rewards for every little tiny thing. Hafwen 20:17, 7 August 2007 (CEST)

For code-based, I think AC needs to be given the first priority. It is pretty gay to see players killing some high level monsters over and over again without the need to heal at all.Rasfene

Yes AC is high on our list of things to fix, but we're not too keen on bringing more changes to fundamental game mechanics so quickly after the change to saves. Especially because people haven't fully adapted to the new saves mechanisms yet. Changing AC now would probably bring the MUD even further out of balance than it is now. Wait for things to settle a bit. Harakan 09:07, 27 July 2007 (CEST)
When AC is eventually changed, it would make more sense to stear away from AC being both a "hitting" and "damage reducing" thing. Armor should lower damage taken per hit, but shouldn't prevent you from getting hit. Preventing from getting hit should be related to something new... Mobility! A combination of how "freely" moving your armor is along with your dexterity. But, that would also make it so you could have a mobility modifier! (yes, this idea would wreak havoc for a while to implement, but would be coolies) Erepitus
I agree with Erepitus that AC shouldn't actually affect your ability to avoid getting hit but instead should reduce the damage dealt. If we don't want to use another stat dexterity makes the most sense for avoidance skills like dodge and evade. Your ability to parry should be based of your knowledge of yours and your opponents weapons and shield block should be off I don't know what. As a warrior I can easily tell who has more AC and dex than me because I simply hit them less than they hit me (not good for a melee character). Scaling down AC to less godly levels will be a boost to PvE and PvP, as long as whatever equation is used still allows priests to have a bit better time with AC than everyone else. Mortiris 22:13, 29 July 2007 (CEST)
I don't know if you guys actually READ the article, but this change is AC you are suggesting is exactly as described in there. So these points are rather redundant. Harakan 07:12, 30 July 2007 (CEST)

[edit] MProgs

I'd love to see more flexibility in MPROGS. Chief among my fiery desires are:

  • An actual language, like Python. My understanding is that we have something called Nscript, but we're waiting for 'heg to finish his course in compilers or something before we get to play with it?
  • "Tokens" - invisible, non-weight-or-number-taking-up items that can be used to remember things about characters by sticking them in the inventory (or comparable way to have memory on players)
  • "Use" command as per old forums - activate an item's "use" oprog so we can have pullable levers, raiseable flags, no ridiculous hacks like the Helbergin tree chopping bit...

The first is a pipe dream but the other two aren't too bad to implement, AFAIK. - Noran ($$$|Talk|Contribs) 19:40, 31 July 2007 (CEST)

Hmm yes. And the issue isn't an academic one, it's just a matter of finding the time to put aside other things and really sit down with NScript. Of course, the other factor is, on one hand, improving current mprogs is ultimately, a waste, since NScript will hopefully replace them. On the other, it's far easier to do so, and I'm far more likely to find the time. Honestly right now, I'm not sure, but yes, I definitely agree with all of the above - Anheg 00:13, 16 August 2007 (CEST)

[edit] Misc (or, wanking about little things)

The finger command, when it can't find its target, could use a giant s/who/whom/. Bugs me every time. - Noran ($$$|Talk|Contribs) 03:19, 14 August 2007 (CEST) - Fixed (Had already done so in one place, but not noticed the other) - Anheg 09:44, 14 August 2007 (CEST)

The mud seems to be hanging. Maybe a little script for imms which, from a web interface, kills the mud process and attempts to restart it? I'm thinking one-time-shot until re-enabled by Anheg, Harakan, etc. - Noran ($$$|Talk|Contribs) 06:52, 17 August 2007 (CEST)

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