<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: Mixture --> <!--X-From-R13: pynjNahyy.arg --> <!--X-Date: from tacitus.globecomm.net [207.51.48.7] by mx01.ny.us.ibm.net id 859493339.77702-1 Thu Mar 27 20:08:59 1997 --> <!--X-Message-Id: 333ad3c44b55002#msgSFO01,schwab.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199703250341.DAA178505#out1,ibm.net --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: Mixture</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:claw#null,net"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00239.html">Previous</a> | <a href="msg00240.html">Next</a> ] Thread: [ <a href="msg00237.html">Previous</a> | <a href="msg00243.html">Next</a> ] Index: [ <A HREF="author.html#00238">Author</A> | <A HREF="#00238">Date</A> | <A HREF="thread.html#00238">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: Mixture</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: Mixture</LI> <LI><em>From</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI> <LI><em>Date</em>: Thu, 27 Mar 97 10:45:16 -0800</LI> <LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On 23/03/97 at 10:15 PM, Adam Wiggins <nightfall#inficad,com> said: >Hmm, this also brings up the issue of number-hiding. Good or bad, >and if so, how to implement it? I realize most of the folks on this >list come from an LP background; my experience with LPs has been that >they show you all the numbers right up front, at least those that >have stats and skills as a major part of gameplay. I cut my teeth on >Diku, however, (please, restrain from booing and hissing) where >almost all numbers are totaly hidden. I think you'll find our spread is a bit broader than that. I come from the old-style games, Shades, Aber, MUD1/MUD2 etc, which reported numbers, but those numbers actually bore very little relation to anything but as loose comparisons: Oh, I'm a level 9 and he's a level 15 == He can probably beat me easily. But my server style preference is for the MOO/ColdX end. I also like levelless numberless classless goal-oriented systems (and no, I'm not convinced that skill trees are the one true solution). FWIW this numberless area was under fairly hot discussion on Wout's list. I'll see if I can't dig up a few key threads later. >Usually you don't find out your >actual stats (numerically, that is) until high level, and in some >cases never. I see no reason that the system should ever report stats for things like dexterity, strength and such (aside: I can see no possible excuse for an intelligence stat.). >Of course, it's not really too necessary, because it >quickly becomes obvious what your stats are. "Let's see, I can wield >pretty heavy weapons without difficulty, so I must be pretty strong, >and I've gotten good hitpoint gains, so I must have a good con. >Hmmm, my skills are learning rather slowly, though, I must not be too >smart." Etc. *That* is exactly the sort of play I expect. "Oh, my magical spells are succeeding more often == I must be getting better at magic.". I don't want the system to come back and report some sort of meaningful comparitive value or phrase to the user at any point. If you really feel that you have to provide your players with some sort of comparison value, make it entirely relative. Say for strength, make the reported strength a rough approximation to a fraction of the strongest character your character has seen in the last XXX time, or if he's stronger than all those, just report a "very strong" equivalent. Ergo, the values are compleatly and utterly meaningless, but the users are still satisfied tht they have something with which to measure their own advancement. Note: You'll have to add a median function to the above, or a single glimpse of a super-strong character will lead to scenes such as: > l Bubba is here > score bubba strength Bubba looks about two thirds as strong as you. > score strength You are pretty strong now, stronger than most you've seen. Boffo enters. > score boffo strength Boffo is amazingly strong. > score strength You are very weak. > Skills are the same, only they are almost uniformly >_never_ displayed as a numeric value, rather "long blades: very poor" >or "disarm traps: superb". The skill thing is nice, too, because a >mage's skill in bludegons as 'superb' is roughly equivilent to a >warrior's skill with bludegons at 'fair', due to the nature of the >classes. cf Legend's skill document. Its well worth a very detailed read. They are one of the few to build a hierarchial skill system that is both internally self-consistant, and acts as the fundament for all player actions. Its been posted here before. I'll repost if requested. What I don't like about the above BTW is that the reported values are absolute (and I suspect advancement is linear). This means that a "superb" rating to one player has exactly the same meaning as superb to another. Not Good. It makes for a single universal scale on which all players can place themselves, and removes all mystery as to exaclty what your status is. >This would actually all work pretty well, except for a nasty little >thing called breakpoints. As you described, I use formulas thru-out. They're more expensive, but they are also more responsive and tunable. >So what sorts of things are you guys doing for character creation and >the handling of numerical abilities for rating varies attributes of >characters, weapons, and so on? For me all characters are created as clones. It is then up to them to obtain a body (I'm still debating wether I should given them a body by default). Raw characters (newly created) have a lot of potential, but no direction. Actual play of the character will develop the skills and produce a (hopefully unique) individual in the MUD world. The skill tree is largely patterened on Legend's. As far as weapon based combat is concerned (which I'm hoping to massively de-emphasise in favour of less physical assaults (magic, mana, body stealing, will power battles, etc) my route runs as so. Each weapon requires certain base skills to operate. Each blow/defense action with a weapon also requires specific skill sets. However, these requirements are not restrictive -- anything can be attempted by any player with any (non-)weapon. What the skill sets, and their proportionate value in that character, do is to change the probability of the success of the blow, along with the probability of its failure resulting in its actually being an attack on yourself (shoot self in foot, swing sword and lop own arm off, cast fireball spell and have it hit self, etc) or some other non-target in the area (swing sword at Bubba, miss, and hit Boffo). The amalgamated value for the blow is then matched with a similar value for the attacker/defender, the two are bounced off each other several times (see previous discussion of Combat Scripting and interactive combat) until a resolution is met, the final blows and their results are calculated, and its done. All the calculations above are handled by formulae, typically curves asymptotic to a 100% value. As for reporting comparitive skills to the user, that's just up to him to observe for himself. -- J C Lawrence Internet: claw#null,net ----------(*) Internet: coder#ibm,net ...Honourary Member of Clan McFud -- Teamer's Avenging Monolith... </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00239.html">Re: mud grammar</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00240.html">Re: Resets and repops</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00237.html">Mixture</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00243.html">Re: Mixture</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00238"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00238"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: Mixture</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00231" HREF="msg00231.html">Re: Mixture</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Thu 27 Mar 1997, 18:15 GMT </LI> <LI><strong><A NAME="00234" HREF="msg00234.html">Re: Mixture</A></strong>, Furball <a href="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</a>, Fri 28 Mar 1997, 01:11 GMT </LI> <LI><strong><A NAME="00236" HREF="msg00236.html">Mixture</A></strong>, claw <a href="mailto:claw#null,net">claw#null,net</a>, Fri 28 Mar 1997, 01:51 GMT </LI> <LI><strong><A NAME="00237" HREF="msg00237.html">Mixture</A></strong>, claw <a href="mailto:claw#null,net">claw#null,net</a>, Fri 28 Mar 1997, 02:10 GMT </LI> <LI><strong><A NAME="00238" HREF="msg00238.html">Re: Mixture</A></strong>, claw <a href="mailto:claw#null,net">claw#null,net</a>, Fri 28 Mar 1997, 04:08 GMT </LI> <LI><strong><A NAME="00243" HREF="msg00243.html">Re: Mixture</A></strong>, Adam Wiggins <a href="mailto:nightfall#inficad,com">nightfall#inficad,com</a>, Fri 28 Mar 1997, 13:19 GMT </LI> <LI><strong><A NAME="00244" HREF="msg00244.html">Re: Mixture</A></strong>, Adam Wiggins <a href="mailto:nightfall#inficad,com">nightfall#inficad,com</a>, Fri 28 Mar 1997, 13:38 GMT </LI> <LI><strong><A NAME="00254" HREF="msg00254.html">Re: Mixture</A></strong>, claw <a href="mailto:claw#null,net">claw#null,net</a>, Sat 29 Mar 1997, 11:00 GMT </LI> <LI><strong><A NAME="00256" HREF="msg00256.html">Re: Mixture</A></strong>, claw <a href="mailto:claw#null,net">claw#null,net</a>, Sat 29 Mar 1997, 13:31 GMT </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>