[MUD-Dev] Re: Introductions and descriptions

Maddy maddy at fysh.org
Mon Dec 1 16:08:52 CET 1997


Previously, Derrick Jones wrote....
> On Wed, 26 Nov 1997, Adam Wiggins wrote:
> > [Richard Woolcock:]
> > > > Well Bob will find out eventually if he keeps seeing this mushroom, because
> > > > for the game to describe it as "Oooh a lovely mushroom", it requires Bob to
> > > > perform his survival skill and he could succeed at some stage.  The only way
> > > 
> > > Hmmm you could use a 'chance of success' - however what I was referring to was
> > > more along the lines of skill levels - thus
> > > 
> > > Survival 0 - You know nothing about survival.
> > > Survival 1 - You know the basics, recognise simple plants, etc.
> > > Survival 2 - You are intermediate, can recognise poisonous fungus, etc.
> > > Survival 3 - You are skilled, blah blah blah....etc....
> > > 
> > > Thus if Bob has Survival < 2, he won't recognise toadstools, whilst if he
> > > has Survival >= 2, he will.  Survival ROLLS would be used in 'chance' 
> > > situations.
> > 
> > Better yet, use seeded randoms.  Thus it's still a roll, it's just always
> > the same for a given object.
> > For instance, in this case, use the object id of the toadstool plus
> > the object id of the character as your seed.  You roll, from 0 to 100,
> > a 74 (maybe adding in some 'bonus' for the type of toadstool).  As long
> > as that particular character's 'shrooms skill is below 74, they won't
> > recognize the mushroom.  Once they reach 74, they always recognize
> > it.  Now, a different character might recognize it at 68, and another
> > at 77 - giving you a bit of randomness without making looking at the
> > room twenty times useful.
> > This can be used quite effectively for sneaking, hiding, any sort of
> > lore skill, picking locks, whatever that you want to be a little random
> > without being spammable (ie, typing sneak over and over until your
> > buddy tells you you're sneaking).
> 
> So, when the character first encounters the mushroom, the character checks
> to see if he can identify it.  (if skill > rand(0,100) + difficulty). The
> game then remembers the result of rand() and stores it with the character
> for each type of mushroom.  What is gained from this as apposed keeping
> track of object recognition?  Certainly not memory, as you have to
> remember the roll, which is larger than a single bit (recognized/not
> recognized) for each object.

Well I don't believe worrying over 7bits (a % dice roll can fit into a byte)
is worth it, but I don't think storing the dice roll would work either.  If
Bubba sees the mushroom when he has a skill of 20% and rolls a 21, as soon
as his skill increases he'll be able to recognise it without actually having
to re-look at it.  Despite being better at spotting dodgy mushrooms than
before, he's got no reason to think the mushroom is different from before.

> Or if you simply determine the rand() call from PC and object stats
> (idnums) then you've picked which objects the player can and cannot
> identify from the point of creation.  Then the characters true probability
> of success for a given event is predetermined to be either 1 or 0.  Then
> you'll have PC's saying  "Sorry guys, I can't sneak in this room...meet me
> two rooms west...I always sneak there.".
> I don't like 'skill spamming' either, but simply giving characters a 0% or
> 100% success rate can't be the answer.  Perhaps not letting characters
> re-attempt a failure for a given amount of time.  For example, if Boffo
> fails to identify the mushroom, add the mushroom identification to a list
> of recent failed skill attempts, and each time Boffo attempts a skill,
> loop through this list to see if the skill has been failed recently.  If
> the failure is listed, simply assign a 0% chance of success.
> So if Boffo walks back and forth passing the mushroom repeatedly, then she
> won't 'suddenly' recognize the item.  If she passes another a week later,
> however, she has a normal chance of identifying it (looking at mushroom
> with a clear mind/different lighting/whatever).  The problem occurs when a
> character does recognize the mushroom.  Should we just rely on the player
> to remember that the mushroom they saw in the forest is poisonous?

Well this thread all started by talking about recognising people doesn't it? 
Even if it doesn't, I remember we discussed this and the fact that you might
have peoples' names decaying if you didn't keep in regular contact with
them.  You could treat people and objects the same cutting down on code if
you did it the same way for both.

>                                                                     Or is
> this a place where I should 'bite the bullet' when it comes to memory and
> keep a table of recognized items?  I like to think(from personal
> experience as a player) that the player can remember that the 'strange
> mushroom growing on the forest floor' is really the 'deadly viper
> toadstool' if they are showed both strings at some point...

Given the amount of memory a computer can have you shouldn't really worry
too much.  Getting rid of wasteful uses of memory/CPU etc should still be
nipped in the bud tho (I don't consider this kind of table was wasteful).

Maddy



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