[MUD-Dev] The grass is always greener in the other field
J C Lawrence
claw at cp.net
Thu Dec 16 17:29:17 New Zealand Daylight Time 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
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".
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
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...
MUD-Dev maillist - MUD-Dev at kanga.nu
More information about the MUD-Dev