I've never heard anyone saying players would leave if you cap them at
25... all ROM muds by default do this... the fact that a player can have
a natural (example) strength of 25, with an eq mod of 19, is irrelevant
for the sake of gameplay, because with very few exceptions, the code
doesn't count any of this extra... the only thing I can think of off the
top of my head that's the exception to the rule is hit/damroll being
affected by stats... I can't remember which stats influence those those
values, I think str is for hitroll or something... and if you max your
strength and then cast giant str, your str will still be capped at 25,
but you'll get an extra couple of points on your hitroll... but other
than that, pretty much everything in the game calls get_curr_stat, which
caps the value at 25 max... the main problem you may have is balancing
the entire game itself... you can probably fix the eq given enough time,
but if items are that powerful on there, there are probably mobs that
are powerful to require items like that, so if you fix the items, you'll
slow down leveling and probably increase pdeaths, at least until you fix
those mobs as well :D this will probably have more of an impact on
players than you fixing their eq stats... if they're used to power
leveling and you slow them down they may get annoyed, but once mobs are
fixed as well it'll seem like normal play to them... by the way, if you
cap the stats at 35 instead of 25, you'll probably lessen the appearance
of stat-tinkering, but again, the code only uses the first 25 points of
any given stat, 99% of the time anyway...

You might want to try writing commands that show you what items are the
most powerful... you could take something like vnum and modify it to
take arguments so you could do a command line something like the
following:

vnum obj affect str 5

which you could then parse, get 'affect' for the object name and branch
off an if-then statement to handle it, and loop through all the
obj_index_data and the loop through all of the affects on each item,
searching for any item that has a strength affect of 5 or more, and then
output the item vnum and short descry, possibly even the offending
affect, so you'd see like:

[1022] gauntlets of insane strength      Str: +9

That would definitely help you hunt things down faster, and you could
make a similar thing for mobs that would check for stats like
hit/damroll, level, etc... to try and find all of the overpower mobs and
fix them as well...

Just a few ideas on how to proceed :)

Richard Lindsey
 
-----Original Message-----
From: Alderon [mailto:[EMAIL PROTECTED] 
Sent: Wednesday, May 25, 2005 5:25 PM
To: [email protected]
Subject: RE: Player Stats

I just wanted to let you guys know that I actually agree with the fact
that
the best way to fix the problem is by fixing all the offending equipment
and
weapons.

The reason I posted about fixing things in the code is because until I
know
all my choices, how can I choose the best one? :P

Now...concerning all the bugs that Richard Lindsey pointed out, and the
fact
that some of you believe that players will leave if I cap them at
25...how
about capping at 35? Will the same bugs present themselves? Players will
have a small buffer, and therefore be a bit happier with the change.

I inherited this mud a long time ago, and it was severly unbalanced.
Now,
we're trying to change that. I've seen pfiles that have a stat maxed at
25,
and then an eq mod of 19. I find that very disturbing....and broken.

In closing, I agree with the need to change eq. The big problem is that
when
I code a workaround, players don't need to actually know things have
been
changed, or how.  When I revamp the eq and take away a lot of their
"power",
that's when they'll get mad and leave. Code changes can be invisible to
the
end player....eq can't.

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