[ScryMUD]CVS Commit Info
Edward Roper
eroper at wanfear.com
Sun Sep 8 14:15:48 PDT 2002
> It should at least be harder to dodge, though dodging every-now-and-then
> seems the right thing to do.
100% agreed on this point.. I'll revisit this (havn't actually updated the
running engine yet either)
> Be careful of this one...it could cause significant inflation if someone
> figures out how to build a bot, or is very skilled at boring, repetetive
> playing :)
Fully aware of this. This is step #1. Step #2 involves ShopKeepers lowering
their "buy prices" with the amount of the item they currently have in stock.
i.e. supply and demand. Step #3 is actually having "Ferry Mobs" that go buy
stuff and tote it around the game... and/or use the items so that they go buh
bye. Overall we're attempting to build an entire "mob ecologoy" and with that
some sort of reasonable balance on ScryMUDs cash-flow. We went from too much
cash to too little so we're trying to find a mostly automated self-balancing
system. Not sure if we've actually stuck any of this information up on the
wiki yet... I think some of the mob ecology stuff is there though.
Also as a side note the way this is implemented is that shop keepers can buy
up to 10*'s the gold they actually have (but they don't physically have the
10*'s gold). This could still be exploited though by buying something for
100gold from the shopkeep and then selling 1000gc worth of merchandise back to
the keeper.... Hence the need for the supply+demand price modifications.
As usual thanks a bunch for the input Ben!
Hey one more question for you... I know that with the current file format one
can add bitfields w/o having to worry about the storage in/out routines. Is
this also true for adding stat-affects to eq?
And lastly... we've been looking at moving the backend storage to an XML
format. With this we would like to make the ScryMUD<->Hegemon protocol XML
based (this would allow for very dynamic OLC w/o having to touch hegemon). Any
recommendations on a good XML lib?
Thanks,
Khaav
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