4Dimensions Forum

General Category => Suggestions & Ideas => Topic started by: Jaros on September 26, 2011, 08:41:40 am

Title: Woodsing?
Post by: Jaros on September 26, 2011, 08:41:40 am
Anyone know what the story is with woodsing?  I get a 2.15 multiplier on my staves no matter how old the tree is, even from petrified.  That's not very good.
Title: Re: Woodsing?
Post by: horus on September 26, 2011, 10:54:07 pm
Its probably the max multiplier for your level, tier and wood type.
Title: Re: Woodsing?
Post by: Jaros on September 26, 2011, 11:30:18 pm
The type and age of the wood makes no different, and I'm a tier 4 level 50 gypsy  :-\
Title: Re: Woodsing?
Post by: Molly on September 27, 2011, 02:16:24 am
Well, the way Woodsing was originally intended, the age of the tree played a vital role.
The older the tree, the better the staff, and only petrified trees would create the perfect staff.

The idea behind this was of course to have players explore for petrified trees, and even protect the older trees against non magic-using players who might chop them down, not only for the timber and exp, but to prevent the magig-using classes from getting those perfect staffs. I think there was even a spell called WOODGUARD or something, which would place a high level mob at the tree, attecking whoever used the lumberjack command in the room.

If it doesn't work like this any more, the code is broken and should be mended.
It was a very cool feature and I'd like it back as intended.
Both the age of the tree and the level and skill of the caster should matter for the multiplyer.
Title: Re: Woodsing?
Post by: Once on September 27, 2011, 09:06:11 am
The question is:


Did it break, or was it nerfed?
Title: Re: Woodsing?
Post by: Molly on September 27, 2011, 10:30:09 am
Did it break, or was it nerfed?

I'm not sure which is was.
In either case it was unwanted.

Having the strrength of the staff depend on the age of the tree makes it harder to get the good staffs, since trees take their time to mature.

So if the intention was to nerf the staffs, it was a bad choice to make. It would have been better to lower the overall damage one step on all woodsing staffs except the ones from the petrified trees.

In any case I want it back as originally intended.
The age of the tree should definitely matter.
Title: Re: Woodsing?
Post by: Bane on September 27, 2011, 01:47:41 pm
Also it was suppose to be a chance to be able to woodsing an uber ulti. It was bugged. Was it ever fixed?

Also I think I remember there being a problem with how the stats turned up on some of the staves. I remember I use to get staves that greatly reduced your speed as a stat.. And I some what recall, the help files on trees wasnt correct as far as what the stats each tree gave you.
Title: Re: Woodsing?
Post by: Prometheus on September 30, 2011, 10:13:52 pm
The chances for an Major focus are really really really really really low. I looked at the code for this. Thing is the woodsing code uses cha and most Gypsys aren't going to have the same cha as a pure caster. But Fiachra did once manage to woodsing a major tree. But yea the woodsing code might need some looking into. But I don't want to infuse 4d with lots of Major focus woodsang trees either which is what I think Mord was doing with the code he did for woodsing.

Prometheus
Title: Re: Woodsing?
Post by: Jaros on September 30, 2011, 10:21:16 pm
It doesn't seem like a chance thing.. I get exactly x2.15 every time.

What do you mean by a 'major' tree/focus?
Title: Re: Woodsing?
Post by: Prometheus on September 30, 2011, 10:40:01 pm
Major focus is a 4.5 multi I think. But like I said above it is extremely rare I mean like probably .5% to get it and even then it is extremely rare. So pretty much zip to null.

Prometheus
Title: Re: Woodsing?
Post by: Jaros on September 30, 2011, 10:53:56 pm
Ah.  Any idea why the age of the tree isn't making any difference?
Title: Re: Woodsing?
Post by: Once on October 01, 2011, 01:02:28 pm
I'm going to build a prototype of my idea for a better way to handle woodsing on my port today. Will post results here once it's done. Synopsis is rather than just waiting for old trees there will be a somewhat active component. Age is one factor but nurturing a tree should be another.
Title: Re: Woodsing?
Post by: Bane on October 11, 2011, 03:10:17 am
@ Once

Anyone too incorporate I think it was called the tree guardian subskill in it too. As of now no one lumberjacks pretty much useless subskill I believe.

Be nice to make it so that the tree would be worth more then its current value as it to want to lumberjack it
Title: Re: Woodsing?
Post by: Riley on October 23, 2011, 02:15:55 pm
Well, it's not really viable to keep on with lumberjacking since the rewards keep like exponentially decline everytime you do it... it's like the first time give me 10... second time give me 20 third give me 30... and for what all the same reward?  I'm not sure on the exact quantities but after awhile just with like anything that is repeatable... and besides there is only so many ways to kill a dead horse... if you catch my drift people lose interest in something when it starts to become work rather than enjoyment. and if they have to do more work for the same results really gets tiring more quickly.
Title: Re: Woodsing?
Post by: Prometheus on October 23, 2011, 02:30:08 pm
My concern with woodsing is that we need to make sure it isn't too over powered. I agree that we should test it out before we put it into the main game port.

Prometheus
Title: Re: Woodsing?
Post by: Virisin on October 23, 2011, 07:12:04 pm
Does lumberjacking have an exponential decrease in tradepoint rewards or token rewards Riley?
Title: Re: Woodsing?
Post by: Riley on October 27, 2011, 02:13:09 pm
The number of logs required to turn in increases by 1 each time for the same lousy 10 TP's and 150K experience.  So that's the basis of why I'm saying that people have real reason to go out lumber jacking.  And apparently you can't cut down magical trees at least ancient oaks  but can cut down petrified trees.  So really trees are protected atm.
Title: Re: Woodsing?
Post by: Virisin on October 27, 2011, 07:09:12 pm
Yeah exponential decreases are silly, lumberjacking should give something like 2TP per log and be standard, maybe even 3TP per log.
Title: Re: Woodsing?
Post by: Virisin on October 27, 2011, 07:11:14 pm
It would be interesting to send someone to farm for 1 hour, lumberjack for 1 hour, and then someone doing actual trading in places like Egypt/Punt and seeing what the relative rewards are.. Farmers should really be able to get at least 100 trade points in an hour, lumberjackers should be able to get about 200-300 trade points an hour, and people doing actual stuff should be able to get anywhere from 400-1000 an hour depending on the difficulty of the stuff they're doing.
Title: Re: Woodsing?
Post by: Tor on October 28, 2011, 03:46:06 pm
Farming for Trade Points

Farming the eight fields north of Olde Yorke and then following the trading steps to maximize the value of the crops I raised 12 Trade points and 9000 coins in approximately 1 hour and 20 minutes.

After over 2 hours since I harvested a crop, I cannot grow another. It will go through all the steps, but about harvest time, "The crop is burned black, useless and dead!" From the help files I expect this to continue for me until the mud is rebooted.


Wow that is surprisingly little for farming. But it IS the easiest way to get tradepoints. Try lumberjacking.

It isn't up to me to disprove every outrageous claim made. It has now been about 9 hours since harvested first crop and the crops still fail at the last step.

Farming the in the area of Sutter's Fort produces similar results, so less than 12 TP per hour for farming, and then can't be repeated until reboot.

Riley seems to have covered the lumber jacking question.

Many of the items that can be traded for trade points, if you know where, seem to only pop once per reboot, and others after a repopulate of the area, which can be a few hours.

I don't find trade points as easy and quick to obtain as indicated in Virisin's posts.
Title: Re: Woodsing?
Post by: Virisin on October 28, 2011, 04:14:26 pm
I know I can get many hundred in an hour or so from some more exploration style trading, which seems fair. I do agree that lumberjacking and farming are a bit worthless now though.
Title: Re: Woodsing?
Post by: Jaros on October 28, 2011, 08:31:27 pm
100tp/hr can be done if you know your way around but farming and lumberjacking sound like a gross waste of time.
Title: Re: Woodsing?
Post by: Molly on October 29, 2011, 01:37:10 am
Once per reboot seemed a fair delay back in the times when the mud crashed relatively often.
Now that it can stay up for days it seems a bit long to wait.
I'd like a simple way to reset repeatable chores once per RL day instead, but that would probably need some... ahem... coding.

Perhaps a scheduled, automatic reboot at a fixed time once per day (performed at low tide) would be an idea? That would also stop the memory clogging, which slows down the mud when it has been up for a week. It should be all automated, with built-in global warnings starting some minutes before, to avoid people having stuff on the ground during the reboot.

Let's not forget however that farming and gardening are simple and totally riskless chores, designed for newbies, and that they were majorly abused in the past, by players with triggers. Which is why the reward was lowered.

If we raise the reward to a level where you guys think it's worth the time, it may lead to people not finding it 'worth the time' to gather TPs in the 'more exploration style' that Viri is talking about, since players always seems to choose the quickest path. Would that make the game more fun?

Also farming, gardening and lumberjacking are meant to be part of the Crafting feature, which regrettably never was completed. The crops and logs are potential raw material for various crafts, which would the yield a lot more TPs. I'd much rather spend the building effort on finishing crafts, than just raising the initial reward.

There should be a significant different in the reward for a task that needs no player effort whatsoever, and another that involves knowledge and maybe also some risk. Perhaps the difference is too big now, but if we change it, I don't want to have to change it back in some months time, because you guys complain about it beeing too easy.

So are you really sure you want me to do this? Balancing is always a delicate thing.
Title: Re: Woodsing?
Post by: Virisin on October 29, 2011, 04:34:53 am
You're on the ball as per usual Molly. I would hate to see lumberjacking and farming become increasingly botted again as people take advantage of an easy way of gaining tradepoints and hence experience, so I think the best option would be as you said - making it so you could do it once a day at least.

Basically I think someone should do some testing so the schemes weigh up roughly as follows:

Farming - the easiest: 10ish per farm, seeing as there's about 10 farms that could be up to 100tp / day.
Gardening - never did it so unsure.
Lumberjacking - 1tp / log, unsure how many trees there are in the world but surely max 100tp / day, as long as they regrow.
Title: Re: Woodsing?
Post by: Tor on October 29, 2011, 01:40:53 pm
I was not advocating any changes, merely expressing my thoughts on the ease or difficulty of obtaining trade points and their relative value. This discussion of trade points started, to my knowledge, in reference to the cost of the new detect high setting being raised from 15 to 1000 TP.

I, along with some of the other players I have conferred with, am happy with the game as it is. I began playing the game because of the rich variety of the zones and choose to play it within the confines of the game rather than complain that this or that is not to my liking. I chose my character's race, accepting its inherent qualities, because it was what I wanted my character to be, rather than how it could could fare at melee or magic and what equipment it could use.

Much discussion and effort have been expended on making the game more newbie friendly, giving them more movement points, etc. I'm definitely in favor of retaining new players, but there was already the ability for them to convey gold for movement points, unless this had been removed. Gaining gold was made much more difficult for them by changes pushed for in the past, when many mobs quit carrying any. At that same time the cost, in gold, for learning skills was increased, making it harder to train up new ones. The loss of skills not used regularly was implemented and then, apparently removed later. All of these changes were said to make the game more interesting, provide balance and improve the games economy. Unless we are sure the changes will have the desired affect, let's not further impinge on the people who work so hard for the game.

The last time there was so much talk of major changes to the game, I began to not play, instead of voicing my opinions. This time I choose to not sit silent.
Title: Re: Woodsing?
Post by: Jaros on October 29, 2011, 09:35:42 pm
Sorry Tor but that strikes me as a selfish attitude.  If you're happy with the game as it is because you like the world and pretending to be an elf or whatever that's fine, that approach works regardless of mechanics.

However: I, along with some of the other players I have conferred with, think the gameplay is shit, which is a shame because we would like to enjoy it just as much as you clearly do.
Title: Re: Woodsing?
Post by: Tor on October 30, 2011, 02:11:29 am
Jaros, I'm sorry you feel the expression of my opinions is selfishness. I fail to understand how my suggestion of prudence is selfish, while one promoting changes isn't.

My statement that I was not advocating any changes, was in response to Molly's question of, “So are you really sure you want me to do this? Balancing is always a delicate thing.” It was not meant as being in opposition to change per se. I merely intended to say that we should, in my opinion, be sure the changes made will have the desired effects before expending resources to implement them. I am not opposed to changes that improve the experience of game play for the majority and/or increase the retention of players, long time or new. I mentioned some changes that were done in the past only as they did not seem to do either.

I, for one, would like to see input from more players in these forums. I know that there are players that want much about the game changed, and others that don't want anything changed in it.

It seems that we have lost the original idea of this thread. Let's see if we can get it back on track.
Title: Re: Woodsing?
Post by: Molly on October 30, 2011, 04:45:53 am
Let's leave the discussion about whether changes to the gameplay are generally good or bad to another thread,  and stick to the original theme in this one, shall we? :)

So, the original question was whether or not implementing woodsing is worth the effort.
This lead to another question, why people no longer lumberjack, and from that to what would be a reasonable  reward for simple, repetitive tasks, like farming, gardening and lumberjacking.
Thanks to Riley, Tor and Virisin, for providing input.

The main problem with lumberjacking seems to be the exponential decrease, and with farming and gardening the once per reboot flag, which if possible should be replaced with a once per RL day restriction.

Lumberjacking works a bit different than the rest, so I'll deal with that in a later post.
Here is how farming and gardening are set up presently:

FARMING
There are 8 fields, each yields a different crop; wheat, rye, oats, corn, peas, hops and flax.
You have to go through 4-5 steps in each field; plough, sow/plant, harrow/hoe, harvest, thresh.
The process for each field takes about 5 minutes, plus an extra minute for developing, which means around 45 minutes effective time for all 8 fields.
Each field can however only be worked once per reboot presently.


Present rewards
1. Undeveloped Products
- All 8 crops except flax can be sold directly to the Grocer
- The standard price is 1000 coins/sack
- Peas are also worth 2000 coins in the Bell and Bush

2. Developed products (1 step)
- All 4 types of grain can be developed 1 step (ground to meal)
- Barley and Hops can also be brewed to beer
- Corn can also be distilled to corn brandy
- Potatoes can also be developed 1 step (distilled)
- The flour is worth 3-4000 coins
- The beer, potato spirit and corn brandy are all worth 2 TP each
- Peas cannot be developed, but is the main ingredient in one of the recipies in the Cooking feature, which is about to be implemented
- Wheat and rye flour are also used for Cooking (2 resp 1 recipe each).

(Cooking will have much larger rewards, because you need to collect many different ingredients apart from the farming and gardening products. Each dish will be worth something like 1-2 silver tokens).

3. Higher Developed products (2-3 steps)
- Flax can be developed 3 steps (retted to fibres, then spun to thread and woven to cloth)
- The fibres cannot be sold directly, just developed to thread.
- The thread is worth 2 TP in Silk and Satin
- The cloth is worth 4 TP  in Silk and Satin

GARDENING
Gardening is similar, but a bit more interactive, there are several weeds and garden pests that will diminish or even totally destroy your crop if you don't get rid of them in time.
It also takes considerably longer time, around 25-30 minutes per plot = ca 4 hours for all 8 plots.
(There are several random elements in the timing for gardenong, so it's harder to make an exact estimate).
The products should consequently be worth quite a bit more, even though they cannot be developed.

All the garden crops are also used in the upcoming Cooking feature.

Present reward
There are 8 garden crops; leek, onion, parsnip, turnip, spinach, beans, cauliflower and carrots.
A full crop in each plot, (normally 8 of each kind), is worth 2 TP at the greengrocer.
Beans are different, you can either turn in 30 beanpods for 2 TP,
or shell the pods and turn in 80 beans for the same price. (Each pod contains 2-6 beans)

CHANGING THE REWARDS
I agree that the present rewards seem a bit too low and could probably be raised to quite a bit.
Since what seems to count to people is the time, the extra rewards for developing the products shouldn't be too high, it takes less than a minute to run to an extra mob. Still there should be a reward for doing the extra effort.

Virisin suggested a total 100 TP a day for doing 10 farm fields.

Translating this into 8 fields and differently developed products, my suggestion would be;
- 8 TP for all undeveloped farm products
- 10 TP for farm products developed 1 step
- 12 TP for farm products developed 2 steps
- 14 TP for farm products developed 3 steps

That would give a total of 8+60+14 = 82 TP/day for doing all 8 fields and developing everything as far as possible.

Using the same time reconning, gardening should yield at least 40 TP per product, (320 TP/day for all 8 plots), since it both takes longer time and is considerably harder to get a full crop with gardening - it's actually quite difficult until you've figured out the trick.

It seems nobody really tested Gardening lately. It would be helpful if some of you would try, to find out if you get to the same conclusion as me about the effective time.

I would also like some more input about the reward suggestions from those of you that are active in the mud and Forum. To me 10 TP seems a bit high for 5 minute's 'work', especially if we change the time restriction to once per RL day instead of once/reboot.

This change can probably be done pretty easily by modifying the scripts.

CHANGING THE TIME RESTRICTION

My scripting is a bit rusty after a summer of inactivity, so I'd like one of our scripting gurus to see if I've got the formula right:

Normally for a once/reboot check we use this loop:
context %actor.id%
if !%done%           *<action to be done ONCE per reboot>
 eval done 1
 global done
endif
context 0


When the Mud reboots the done flags disappears from all mobs, rooms and objects.

Removing the done flag should however also be possible to do with a wait check.
There are 3600x24 = 86400 seconds on a RL day.
This leads us to the following loop:

context %actor.id%
if !%done%           *<action to be done ONCE per reboot>
 eval done 1
 global done
 wait 86400 s        *<remove the flag after 24 hours>
 eval done 0
 global done
endif
context 0


Before I go ahead and change all the loops, I'd like a confirmation from one of our scripting gurus that this will work.
(Thotter, Once, Fizban, Diandra, that means you)
Title: Re: Woodsing?
Post by: Prometheus on November 03, 2011, 11:09:58 pm
To Molly's first post about the rebooting the mud. I try my best to reboot the mud at least once a week. I can't always do it at the same time. The only issue with an automated reboot is that someone might pop on and might cause issues. But then again maybe someone who is better at scripting might find a way around this.

Prometheus
Title: Re: Woodsing?
Post by: Molly on November 04, 2011, 03:25:00 am
Unfortunately once a week is way too long for features like farming and gardening, it should really be possible to do these once a day.

Unfortunately Once also tells me that the delay I put on the script won't work. Once the wait is running it will stop any other player from using the feature, not just the player that first triggered the script. Apparently 'context %actor_id%' isn't working the way I thought it did.

So, unless someone can figure out a script that actually works, I'm afraid we are back to a coding effort.
What we need is either a once-per-day option in the DG_scripts code, or an automated once-per-day reboot, because I wouldn't put the task of rebooting manually once a day on anyone.

I've seen automated reboots on many other muds, so I'm sure it can be done.
Title: Re: Woodsing?
Post by: Prometheus on November 04, 2011, 11:44:34 pm
My concern is if someone is on and the game is set to auto reboot and they die the corpse goes poof and then I or Thotter has to do a recovery. Which is why I'm leery about doing anything automatic. Now the question becomes is can we fix DG issues with a coding change via Thotter or Fizban? Or do we need to upgrade DG and then add our tweaks in. Or is it a mud memory issue which is something Once could fix.

Do we have to do a reboot everyday? Could we try every 3 days or so and see what happens? I can't see rebooting the mud once a day. We need to figure out a solution.

Prometheus
Title: Re: Woodsing?
Post by: Virisin on November 05, 2011, 01:38:36 am
Is it not possible to link the farms to the time of the mud? Or to day/night or something.
Title: Re: Woodsing?
Post by: Prometheus on November 05, 2011, 02:22:47 pm
^ I'm pretty sure DG scripts should have day / night times etc. But since I don't do much with DG I wouldn't know for sure. Maybe if someone who does know DG better could answer that?

And with the issues of the farming / lumberjack I'm guessing that a zone reset won't help?

Prometheus
Title: Re: Woodsing?
Post by: Molly on November 06, 2011, 02:11:11 am
Is it not possible to link the farms to the time of the mud? Or to day/night or something.

The DG_code can relate to things like time of day, season, moonphase etc, and I've used it for features like herbs that are only potent when picked at new moon, or fruit trees that bloom in spring and bear fruit in autumn. However I don't think it would work for a feature like farming.
A  Mud day is 30 RL minutes, a Mud month is 16 RL hours, a Mud year is 12 RL days and a Mud season is 3 RL days.

The waits would be either to long or too short.
While it could be logical to set it so that you could only plough/sow a field in spring, it would not stop a player from repeating it a gazillion time as long as the season was right. At the same time it would be irritating for whoever logged on in the wrong season having to wait several days before being able to do it at all.

With a mob you can always remove a global flag by purging it, which could be related to zone reset. The farming and gardening scripts are run by room triggers, not mobs, but that could of course be changed. However, the longest reset time a zone can have is 4 hours, which is a bit too short.

I really think we need a coding effort here.
Title: Re: Woodsing?
Post by: Diandra on November 06, 2011, 03:03:28 am
Could someone actually try out the fields in Fort Sutter?

If I'm not mistaken the scripts there have already been altered at a time, so they could only be plowed/whatever once a day.

However the thing also works with context and from experience I know context doesn't always work as it should be. But that's something for the coders to look at.
Title: Re: Woodsing?
Post by: Virisin on November 06, 2011, 03:06:40 am
16 RL hours wouldn't be bad if a coding solution can;t be found.
Title: Re: Woodsing?
Post by: Kvetch on November 06, 2011, 10:08:32 pm
Could someone actually try out the fields in Fort Sutter?

If I'm not mistaken the scripts there have already been altered at a time, so they could only be plowed/whatever once a day.

However the thing also works with context and from experience I know context doesn't always work as it should be. But that's something for the coders to look at.

Looking at the script it looks like it's been made to work that way because it starts off like this:
if %actor.is_pc%
  context %actor.id%
  eval today %now% / %realday%

and ends with this:
  else
    %send% %actor% You've already plowed this field today, try again tomorrow!
  endif

As to whther or not it works, I don't know...  someone would have to actually try it that has time.
Title: Re: Woodsing?
Post by: Kvetch on November 06, 2011, 10:23:45 pm
My thought, and maybe I'm just over simplifying things and it won't actually work this way - is to have it when someone finishes the field, to load an item called something like "already worked field" or something.  As long as that item is there, the field can't be work...
Every mud morning at, oh, say 7am, the script clears out any object of "already worked field" so they can be worked again.

So... let's say Jack works the field, at the end, the script would be changed to load the item.. which actually means, at the beginning of the script, we have to see if the room Jack is in has already been worked so it's looking for the object vnum of the room.  I know you can look for a mob in a particular room, I'm just assuming you can also do it for objects.  If that object is there, the script says, Sorry Jack, this field has already been plowed.  If it's not there, it says, sure.. plow away (or whatever the script actually says).

So.. let's say that we make an object 3354 that is a worked field and, I'm not sure %rm.object(vnum)% works, but %rm.people(vnum)% does so I'm assuming it would - better scriptors would probably know.  What I'm suggesting is to add this to before the plow script for the field:

Eval field %rm.object(3354)%
If %field%
%send% %actor% I’m sorry, this field has already been worked.  Please come back tomorrow.
%else%

and after that else is the full plow/sow/whatever script for the field.  And like I said, add another script for the room that's a time command for 7am or something.  Sure, someone may be able to work the field and time it so they can turn around and do it again, but I think any solution would end up the same basic way.  And, like I said, not 100% sure this would work as posted, but I'm making assumptions based on other things we can do.
Title: Re: Woodsing?
Post by: Molly on November 07, 2011, 02:49:35 am
The problem with loading an item, as well as the wait 86400 s that I tried, is that it will stop anyone from working the field, not just the player who first initiated the script. And I don't really think it would be an improvement to the current situation to enable one player to block everyone else from a feature.

That was what context %actor.id% was supposed to do; allow other players two do a quest or a task, regardless of how many others already has done it. But regretfully it doesn't seem to be able to handle waits.

Neither of the ideas suggested so far seems to work very well. With the current code, I think the best solution would be to put the script on a mob that would be purged at zone reset, which would then remove the global flag. That means that farming and gardening would be repeatable every four hours, (or even more frequent depending on where in the reset cycle the action was performed).

I think that is a bit too often, but since few players seem to be logged on that long anyhow it might be acceptable.
It would of course have affect the size of the reward, if we make it repeatable that often.

One possible idea would be to expand the time of rebooting a zone to 24 hours. (Which of course would need some coding).

But then again that would not be a good idea, since the fields are in Olde Yorke, which is used for levelling by many players. It would of course be possible to extract the fields to another zone, but that in turn means a lot of building work, which I don't feel quite motivated to take on.



Title: Re: Woodsing?
Post by: Virisin on November 07, 2011, 03:23:57 am
4 hours would be pretty perfect I'd say.
Title: Re: Woodsing?
Post by: Once on November 09, 2011, 06:34:32 pm
What exactly do we need coded?
Title: Re: Woodsing?
Post by: Diandra on November 09, 2011, 10:43:20 pm
Neither of the ideas suggested so far seems to work very well. With the current code, I think the best solution would be to put the script on a mob that would be purged at zone reset, which would then remove the global flag. That means that farming and gardening would be repeatable every four hours, (or even more frequent depending on where in the reset cycle the action was performed).

I think that is a bit too often, but since few players seem to be logged on that long anyhow it might be acceptable.
It would of course have affect the size of the reward, if we make it repeatable that often.

One possible idea would be to expand the time of rebooting a zone to 24 hours. (Which of course would need some coding).

But then again that would not be a good idea, since the fields are in Olde Yorke, which is used for levelling by many players. It would of course be possible to extract the fields to another zone, but that in turn means a lot of building work, which I don't feel quite motivated to take on.

I'm still convinced the solution in the Sutter's fields does work, providing Immortals don't trigger the startingscript as I know context %actor.id% mixes up the flags when Imms trigger such scripts. Then again, Imms don't go work in the fields.  ;)

So if someone could try them out?

As for adding the mob, wouldn't you still have to work with context %actor.id% again. Cause whether you add a mob or an object you still need to have a check to see if the player itself has already done the field or not. You could have the mob reset in a permanent 24-hour zone and then let them go to the farms/fields so you wouldn't have to move the fields at all and you wouldn't have to worry about the resettime of the zone (Old Yorke or Sutter) itself. But is it worth it adding a mob and purge-script if the Sutter's fields' scripts work as they are now?

Or have Once code something. ;D

And as edit: putting the mob in a 24-hour zone won't work either as it won't be purged at the zonereset seeing it will be in another zone. Or you'd have to add a self-destruct script on the mob after 24 hours minus a few seconds. Or have another mob go slay the first mob before you load the uh first mob again. Ain't scripting fun and confusing *egrin*
Title: Re: Woodsing?
Post by: Once on November 10, 2011, 12:13:09 pm
If I was going to code something I'd need to know what exactly you guys want. It's kind of hard to parse it through all the back and forth. How exactly would this system work in the ideal world?
Title: Re: Woodsing?
Post by: Molly on November 11, 2011, 02:29:50 am
Short summary:

In the ideal world any player should be able to work the fields once a day, regardless of whether anyone else already did it.

What we have is a room script that uses  context %actor.id%  combined with a global flag that goes away when the mud reboots.
Which it does rather seldom nowadays.

One way to handle this would be to change the type of script to a mob script, combined with another script that makes the mob purge itself when the zone resets. This would remove all global flags every 4 hours, (which I think is a bit often, but Virisin seems to think is OK).

What we need is something that removes the global flags once a day.

If this is too hard to code, I guess we'd go for the once per 4 hours solution, which obviously means quite a bit of work for me.
Title: Re: Woodsing?
Post by: Once on November 11, 2011, 02:39:30 am
What if we jut hardcoded farming and made it more dynamic? Then we wouldn't have script limitations and could do all manner of fun stuff.

Alternative you could always store a variable using realtime and compare when a day had passed that way.
Title: Re: Woodsing?
Post by: Diandra on November 11, 2011, 07:10:57 am
Alternative you could always store a variable using realtime and compare when a day had passed that way.

That's what the scripts in Sutter already use.
Title: Re: Woodsing?
Post by: Diandra on November 19, 2011, 01:49:29 pm
The 5 fields most west in Old Yorke now have the similar check as the Fort Sutter fields. So if it is working it means they can now be farmed once every 24 hours.

The two remaining fields, the two eastern ones, still have to be adjusted.


Oh and uh, the title of this thread is woodsing, so no idea what's going on with that.  :D
Title: Re: Woodsing?
Post by: Bane on December 14, 2011, 01:06:21 pm
To get back on topic i went around and woodsung every tree to see if the help tree file matches and only 2 dont match but Ill list the trees and the stats they affect and what they are suppose to affect.


Trees    What they Affect               Suppose to Affect according to help file        
Pine –  Speed                              - Speed
Fir –    Maxmana                          - mana
Elm –   Maxhit                              -Max Hp
Oak –  Speed                              - Speed
Maple – Int                                 - Int
Elder – Manmana                          - Mana
Willow – cha                                - Cha
Ironwood – Max hit                       – Max Hp
Dog – Wis                                   - Wis

So Elm and Ironwood are the only ones that are wrong, personally I think Ironwood should be changed in helpfile to show MaxHit, and Elm should be changed in game to give you MaxHp.

And I really dont think there should be two trees that give the same stat. Fir and Elder give Maxmana and then you have Pine and Oak give Maxspeed.

So I would say lets change Oak to give Con and Im not sure what to change one of the Maxmanas to. I was thinking maybe changing one to str. If we did str Oak is stronger then Fir so I would make Oak str and make the Fir trees give Con.

Ontop of that It would be neat to see trees also get maybe some type of small random attribute and even the possibility increase element types. Make you do more damage with fire or electric etc.

Or Just make every tree be random is an idea too.


Then I think there should be of a range on the Multis to. Every tree I woodsung had a Multi of 2.15, Orbs are 1.44, and Major Focus (at least the elephant pike is 4.3). Maybe have a range on trees from 2.15 to 5 and Orbs 1.44 - 2.14.

The reason I bring up trees going past 4.3 is because everyone seems to know where to get the elephant pike from. I honestly think the timer should be reduced on the elephant pike and or the multi. Then raise the chances of getting a major focus from trees a little more. Leave the multi of 5 at the rate at which we get the major focus from trees now which is what .5% I think prom said earlier. The elephant pike with how long it lasts and how much easier it is to get then a major from woodsinging makes woodsing pointless atm.

Also how big of a role is cha in woodsinging? There should be a cutoff of cha where it doesnt help anymore, and have it somewhere more in the range of what a standard gypsy would have wearing rogue gear.


Also seemed the trees all where closely around 12 real days on the timers, Too be honest Im not sure of the time of a Elephant Pike but its too long.
Title: Re: Woodsing?
Post by: Tor on December 15, 2011, 07:10:00 pm
Re: Elephant Pike Timer

The best I remember the pike timer was about six real life days. It seems to have gotten harder to obtain, as the last time I tried to get one I killed 6 of the mobs and none of them dropped a pike. The first 3 were killed while I had a pike but didn't have the time to go for another that day. (My manager wouldn't accept needing to keep playing a game as a reason for not reporting to work.) The timer on the pike expired before I could log back on and I purchased a good staff to use. This isn't an easy task for me as killing 3 of them nearly depletes my mana and each one takes quite a while and frequently requires my dying and recovery. (I'm sure others can do it much easier and faster.) It takes about 3 real life hours of maintaining meditation and sleeping in a healing room to replenish my mana for another go at them.
Title: Re: Woodsing?
Post by: Once on December 15, 2011, 07:56:22 pm
Bout time you got your ass back Tor. Now get in the game. Chop chop
Title: Re: Woodsing?
Post by: Virisin on December 15, 2011, 08:44:16 pm
Isn't Maxhit and Max HP the same thing?  :-\
Title: Re: Woodsing?
Post by: Kvetch on December 15, 2011, 08:51:56 pm
I don't know, but maxhit should affect your ability to hit something and max HP should affect your hitpoints.  Not sure if they're the same or different right now.
Title: Re: Woodsing?
Post by: Prometheus on December 15, 2011, 09:47:52 pm
I'm pretty sure the max hit are actually hit points. The code might not be clear on it. But max hit is hit points not hitroll.

Prometheus
Title: Re: Woodsing?
Post by: Virisin on December 15, 2011, 09:50:53 pm
Yeah maxhit has always been shorthand for maxhitpoints or maxhp. Hitroll is just hitroll, and it's a shit stat anyway.
Title: Re: Woodsing?
Post by: Hayato on December 16, 2011, 04:01:45 am
I know I'm replying to a month-old post buuuuut

Looking at the script it looks like it's been made to work that way because it starts off like this:
if %actor.is_pc%
  context %actor.id%
  eval today %now% / %realday%

and ends with this:
  else
    %send% %actor% You've already plowed this field today, try again tomorrow!
  endif

As to whther or not it works, I don't know...  someone would have to actually try it that has time.


Does this really work?  I remember I did a once-a-day script on Aeon for Once and it was a teeny bit more complicated than that

(Goddamnit I'm not back yet)
Title: Re: Woodsing?
Post by: Bane on December 16, 2011, 06:32:37 am
AH oops my mistake. I guess I should of checked. ;/.

Other then that I still like to discuss the other points I made.

1. Reducing the timer or multi on Elephant Pike.

2. Adding Elemental bonuses to Staves.

3. Do we want multiple trees to give the same affects.

4. Randomizing the multis on orbs and staves.

5. How big is a role of cha? Make a cutoff that makes more sense for what a gypsy would have.

Title: Re: Woodsing?
Post by: Kvetch on December 16, 2011, 09:55:27 pm
I know I'm replying to a month-old post buuuuut

Looking at the script it looks like it's been made to work that way because it starts off like this:
if %actor.is_pc%
  context %actor.id%
  eval today %now% / %realday%

and ends with this:
  else
    %send% %actor% You've already plowed this field today, try again tomorrow!
  endif

As to whther or not it works, I don't know...  someone would have to actually try it that has time.


Does this really work?  I remember I did a once-a-day script on Aeon for Once and it was a teeny bit more complicated than that

(Goddamnit I'm not back yet)

Ther was a lot more to the script than that, but I edited only the relative info which seemed to be setting the realday/realtime to the player and if they tried to plow again in that day then it told them they'd already done it.  But like I said, Ida know if it works.
Title: Re: Woodsing?
Post by: Bane on December 20, 2011, 04:53:00 am
@tor there's items around 4d that help with mana regen. Actually I believe there's one right in old yorke in the store.

They make quite a bit of difference when restoring mana and moves in a resting area.