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Messages - Noinar

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Roleplay / Writer's Block
« on: September 12, 2008, 02:16:37 pm »
So, I'm sitting here at work, with nothing to do, and I'm thinking, "Hey, this would be a really good time to work out your backround story for Noinar."  I sit down with a pad and pen...and stare at the paper for half an hour. 

I'm sure other people have had this before, so I figured I'd ask.  What do some of you do to get over writer's block, or when you can't quite figure out how your character would react?
(I'm not looking for advice, particularly.  This is more a poll, out of curiosity.)

2
Suggestions & Ideas / Re: Grouping
« on: September 10, 2008, 06:37:33 pm »
Cool, thanks...I'll try to catch one of them this weekend.  During the week, they're only on when I'm at work =/

3
Suggestions & Ideas / Re: Grouping
« on: September 09, 2008, 03:17:52 pm »
If my recent posts haven't already shown this, I have a lot of free time at work to think about this sort of stuff.  I know some (not a lot) of C++, and I've got a pretty solid grasp of programming concepts and efficiency.  I pick up syntax quickly as well.  I could work on this during my downtime at work, if that's going to help people.  I can't connect to the MUD at work (port 6000 blocked =/) but if I had the source as text in one (or a few) email(s), I could work on writing some potential changes for more experienced people to review.

Edit: Looked around the site a bit more, and it looks like there's kind of an unspoken progression from builder->scripter->coder, so my expectations for this have been significantly diminished =)

4
Suggestions & Ideas / Re: Grouping
« on: September 08, 2008, 12:01:41 pm »
Regarding mob targeting in groups, the first thought that comes to me (outside of a full-blown threat system, which would suck to code and probably break the server's brain) is to associate a percentage chance to become the mob's target for each skill.  These could be simple, like heal having a flat 50% chance to change targeting, or something more complex related to the effectiveness of the skill.

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Suggestions & Ideas / Re: Grouping
« on: September 08, 2008, 11:14:45 am »
I'm new, so I don't really know how anything works, but from my very basic understanding, something like:

(xp gained) * (((lowest playerlevel*(remorts+1))/(highest playerlevel*(remorts+1)))

would give you the sort of sliding scale that was earlier suggested.

This isn't perfect, of course.  I don't know if it reflects the benefit of remorts after GM level because, well, I don't know what the benefits of remorts after GM ARE. :)

We'll see how many times I can edit this post =) Edit count: 6

Another option, after reading Molly's post about grouping, would be
the above formula * ((5 - player's Tier) / ((highest player's Tier - player's Tier) + 1))
This would have the scaling effect from above, but would reward low-tier players for playing in groups, and give lesser rewards for mid-Tier players grouping.
This could potentially make multiclass characters advance significantly faster in groups than specialists, depending on how you counted tiers.  This may or may not be a good thing, depending on which one you are =)

I should mention that all of this is based on a grand total of 7 hours playtime (half AFK), so this will have to be seasoned to taste.

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