[MUD-Dev] The grass is always greener in the other field
J C Lawrence
claw at cp.net
Thu Dec 16 17:29:17 CET 1999
On Thu, 16 Dec 1999 14:06:43 -0800 (PST)
Matthew Mihaly <diablo at best.com> wrote:
> This is, unfortunately, quite impossible to do in my experience
> unless your items are all very generic and exactly the same. For
> instance, aside from the shortsword that newbies get if they go
> through our newbie introduction, all armour and weapons within the
> game (well, aside from a couple of resetting quest items) are
> produced by players, and they all have individual stats attached
> to them. Aggregating the items would require them to lose their
> individuality.
No, it would require them to lose the individuality being attached
to a *specific* object. Look instead at the class of objects and
the distribution of "individuality".
Consider:
You have 50 handmade short swords. They all have individual
"unique" stats and other qualifiers. You put them in a pile in the
corner of the room covered by a blanket, and then pull out a random
sword.
Do you really care that that sword was #438 and that its stats etc
are XYZ, or would you be just s happy with a shortsword which had a
generated set of stats which fit the basic distribution model?
If so, you can then decay all the swords under the balnket back to
ur-object swords and then instantiate them only as needed.
> It's the same problem with most items in Achaea actually. Most
> things decay with time (whether in your inventory or not), and
> aggregating them requires losing individual decay times.
I see little reason that a decay time need define a unique object.
It merely defines an object as a member of a class of objects with
similar decay stats.
--
J C Lawrence Internet: claw at kanga.nu
----------(*) Internet: coder at kanga.nu
...Honorary Member of Clan McFud -- Teamer's Avenging Monolith...
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