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Posted by Mac on 09/22

I reckon random stats have been imp'd poorly here. They work on other MUDs where exact stats aren't required and tend to only vary by 10-20% too, you may kill mobs over and over on these other MUDs when you have nothing better to do, but it's not a requirement as it is here. I suggest random 'stats' should be yanked here and just randomize AC, hps and mana on items instead. Would be nice if weapons were slightly randomized too but I think it'd be complicated by the system that's in place. Actually, if you just made quality random and fixed it so Q0 is decent and Q4 is almost as good as Q5, I guess it could work.. Just not quite as nice as random dice.

From: Rufus Wednesday, September 20 2000, 12:05AM Random stats? Are you referring to random stats on objects? or random stats on NPCs? Your post wasn't quite clear enough on that... btw -- good suggestion on the Q on items meaning something -Ruf

From: Mac Wednesday, September 20 2000, 01:14AM Oh, I guess I assumed others would know what I was talking about since I did. :P I meant random stats on eq.

From: Rufus Friday, September 22 2000, 07:37AM Random stats are a tool that the builders wanted, that I don't think we want to revoke. In comparison to static-stat'd objects, there are relatively few random stat items -- a fair number of those were put in to allow lower level characters a chance to obtain occassionally some +stat items. Currently, random stat'd objects can deal with any stat, hit, mana move, prestige, parry, hitroll and damroll. However, it currently does not deal with compensating for values greater than the absolute maximum for anything other than stats (for example, it doesn't know how to deal with something having 6 DAMROLL, how to compensate the object with an appropriate amount of -stats or -HITROLL since the rules for which are very fluid and hard to code distinctly). If the situation is such that you are killing the same thing over and over again to obtain the 'best' result from the item with random stats, then that's another issue that takes the problem to the gameplay implementation level. If that's the case, we need to approach the problem from a new perspective. -Ruf

From: Ptwang Friday, September 22 2000, 09:05AM Well, people tend to work out their eq before obtaining it, it's not like you can often go without and settle for something less than the best available, if it were AC hps or mana, it wouldn't matter, we don't have like 50% chance of obtain what we're after, it's more like 1/5 or higher and it's pretty frustrating. -whap Aloph- I also think it'd be better if rent wasn't adjusted for some things like AC, if you get a few extra AC, it should simply be a bonus. I was actually dissapointed in obtaining a +5 stat gun as I'd rather one with lower rent for quickdraw, I don't think this should be the case. I dunno, random stats could be fun but it turned out quite the opposite. If you were to leave stats maxed, or make them +5 overall with like a 1/100 for it to be +6 overall, randomize the AC, hps, mana, and even the rent, we wouldn't need to kill stuff over and over but it'd give bored folk something nifty to do and really get the auction channel going.

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