On Thu, 13 Dec 2001, John Mariotti wrote:

>While this is hard to implement on a starting mud do to poor player turn
>out, I completely support this type of system and have already put the code
>in for my MUD, however to compensate for lack of players (No the MUD isn't
>up yet) when it goes live you have to have a contingency plan ready to go
>active based on your average player count and have the economy adjust
>accordingly.

I'm still not sure about methods for fine-tuning or making a self-tuning
system, but a start might be to base extraction timers on how many players
are active, or rate of new resources coming in.  Both fairly easy to
track.  As for worst-case scenarios (no player activity & me wanting to
watch to system run), figure solution there can just be a reboot.  At boot
(or repop, to allow for players to do mean things) time, mobs should have
enough resources to keep themselves busy for a short while.

>Also to make things a bit more realistic, I put in the ability for shop mobs
>to have 'free will' when it comes to buying or selling an object based on a
>lot of different factors and also if they do decide to buy/sell will base
>the price on a wide variety of factors, for example Faction, Race,
>Occupation, Luck, Charm, Economy, Is there a War going on and if so is
>what's being sold/bought a high wartime commodity or a low end civilian
>fruit toy, time of year, whether the item is currently in demand in another
>part of the world (For my import/export code), and a few others as well.
>However, while _no_ economy can ever be perfect, simply for the fact that
>it's far to hard to emulate everything that could possibly happen, so you
>have to either have a hard and strict economy that stays the same regardless
>of what happens, or hope your player base works towards altering their
>economy.

I like.  Dunno if I want to get that complicated on individual
transactions (especially mob-to-mob sales, since they should be frequent
when players active...) but might take some ideas from you there.

>Well I addressed some of this above, but game balance is always a highly
>debatable topic. IMHO it's easy to achieve balance in ALL aspects of your
>MUD.....if you take the time to figure it out and have a few good writers by
>your side. (Fortunately I have one =D )

Don't tell me who they are, I might try to co-opt them. (kidding!)

>I feel for game balance you need to take your entire game world into
>perspective and then break it all down to the smallest level, figure out
>what would make the world tick, then add responsibly from there.

Have a partially completed storyline I want to use as the background.
Much work to do from there...

>Just try not to get carried away because like, you and I said above, you
>have to code what you create. Everything sounds perfect on paper, it's a
>completely different story when your sitting at your computer staring at
>a file and not have a clue as to what you should be doing (I know I've
>been there many a time, and still frequent that imbecilic mode quite often)
>But I learn best by trial and error, so that works for me *shrugs*

Yes, yes, planning vs. reality.  More effort in planning can help avoid
these things, but overplanning ... think pretty much anyone learning to
code (and a few with too much experience) drop into idiot mode that from
time to time :)

Don't know for sure if it's be better to have the entire system try to be
self tuning, or everything hard & fast, with the polayers having to ry &
play by the rules.  At the moment, leaning towards self-tuning, but
suspect that the end result of attempts towards tuning won't be completely
successful.

Then there's more consideration... robustness : If you only have a few
locations where each type of product comes from, or a limited number of
traders (all good, so far as CPU & memory usage are concerned), a small
group of dedicated players could keep the economy in chaos & ruin fairly
easily.  Hrm... perhaps that could be the backing premise for a guild or
two :P (storyline mentioned previously doesn't lend itself to defining
what guilds should be, outside of religious grounds)

>John

Thanks for the feedback.  Helps me clarify a few things already :)

Closing with a few things that occurred to me after I posted (maybe should
have waited a day or three to post).

---

Not mentioned before, but MOB to MOB intereactions should have some flavor
to them.  Trader greets merchant as enters, etc.  Probably best done with
mprogs, current mprog system should be just fine with few mods... looser
checking on mob-to-mob interactions...

Corpse scavengers - one per MOB death is overkill.  Keep counter for corpses
in an area.  When counter gets too high (threshold set per area in AEDIT?),
send out scavenger to clean up the area.  PC deaths should warrent higher
priority, so either one scavenger per, or a unique scavenger who only
handles PC corpses.  Think along the lines of a MOB pushing a cart moving
down the trail screaming "Bring out your dead!" and ringing a gong..

Scavenger for NPC corpses should likely be big and ugly... mean enough that
it'd take a small group of hero-level characters to take it down.  Maybe
invis/hidden/sneaking as well. Should have 'pass door' affect, and ignore
EX_NOPASS flag. "No doors are barred to the Agents of Death".  Try think
under what circumstances will players will (benifit from | try to) clean
an area out and lay an ambush for the scavenger...

MOB tracking room to room - Instead of running track for each move, run
track when MOB chooses a new destination room & store path.  simply take a
step higher along path each pulse.  This lowers CPU use per pulse.  Tracking
to players/mobs (and objects if/when added) should, of course, stay the same
and recheck the path at each step.

Later,
d.c.

| dwight a campbell - [EMAIL PROTECTED] - http://rats.darktech.org - KD7KJG |
| yet another linux guru in training & reality avoidance therapist at large |
| "When you live in a sick society, just about everything you do is wrong." |


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