[MUD-Dev] Virtual Good Value Assertion

Matt Mihaly the_logos at achaea.com
Thu May 31 21:51:00 CEST 2001


On Wed, 30 May 2001, Eric Rhea wrote:
> On Wed, 30 May 2001, Matt Mihaly wrote:
 
> Specific designs that attempt to give one a generalized answer. I'd
> like it to be more of something along the lines of generalized
> design to give one a specific answer, except that is much more
> difficult to do :)

Definitely.

 
>>   Time interval: This would make no difference in Achaea as there's
>>   no global cycle.
 
> Yes, that pretty much fubars things. I was relying fairly heavily on
> the internal time clock.

A lot of worlds don't have global cycles I thought. In Achaea, each
individual thing has its own clock.

 
>>   Item decay rate: It's a fairly meaningless stat that varies
>>   dramatically due to some of our game systems.
 
> The same object can have multiple and different decomposition rates? 
> Even then, a mean of those rates might work. Hmm.

Ahh, I thought you meant the item decay rate for ALL items, which
would be meaningless and which would vary dramatically due to the fact
that there's a large variance in the number of items with very fast
decay rates (they are created and 'destroyed' en masse quite often).

 
>>   Item Displacement: I don't even know how I'd answer that.

> Informed intuition? :) This bundles in with the calculation for
> decay rates. My estimate was about once a month, or about once every
> 720 hours.

*blush* I don't remember what this meant anymore, and I don't have the
web address.

 
>>   Player skill points total: Meaningless in the way you're using
>>   them, as applies to Achaea at least.  > Item Spawn time: Not
>>   really relevant as almost no items are gained by "spawning".

We don't really have "professions" like UO does. Most
player-produceable items are part of a class. You don't get most items
by spawning, because we're not a monster-bashing world. People do bash
monsters, but only a handful of mobiles in the world even have
anything for you when you kill them. I just don't like hack n' slash
games myself.


> I see that I'm going to be spending some time in Achaea in the near
> future. Thanks for the info.

No problem, hope you can find something helpful in Achaea. Some items'
value is actually quite easy to find, at least the high-end
items. Just figure out how much it costs in credits and then find the
going exchange rate between gold and credits (fluctuates a bit, but
generally between 2000 and 2500). Some items are available only from
mobs and have fixed prices. Some are available only from players and
have prices that fluctuate drastically depending on if you are the
player's ally or a member of an enemy group, etc etc. (People
generally raise the prices for things like the various venoms and
herbs to those they don't like, at least in private transactions. In
shops, all are equal.)  

--matt

_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list