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➜ Dawn of Time
➜ Administration
➜ Hp per level questions
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| Posted by
| Meerclar
USA (733 posts) Bio
|
| Date
| Sun 01 Dec 2002 03:26 AM (UTC) Amended on Sun 01 Dec 2002 03:27 AM (UTC) by Meerclar
|
| Message
| If this:
if(GAMESETTING3(GAMESET3_GAIN_HP_WHEN_LEVELING)){
if(ch->pcdata->perm_hit < race_table[ch->race]->max_hp){
add_hp= (ch->perm_stats[STAT_CO] +
ch->perm_stats[STAT_SD] + 35) / 20;
add_hp = add_hp * 9/10;
add_hp = UMAX( 2, add_hp);
ch->max_hit += add_hp;
ch->pcdata->perm_hit += add_hp;
ch->pcdata->perm_hit=UMIN(ch->pcdata->perm_hit, race_table[ch->race]->max_hp);
is the code behind how many hp are gained at each level, what exactly are the values in classedit for? Are they part of a system that was converted to DoT or are they part of a modification to the original system that was never completed? If they are part of an unfinished modification, what role were they intended to play? |
Meerclar - Lord of Cats
Coder, Builder, and Tormenter of Mortals
Stormbringer: Rebirth
storm-bringer.org:4500
www.storm-bringer.org | | Top |
|
| Posted by
| Cirin
USA (19 posts) Bio
|
| Date
| Reply #1 on Sun 01 Dec 2002 05:06 AM (UTC) |
| Message
| | The variables in classedit are for when you actually train hp, the gains, as they are in stock DoT, basically make it so that everyone gains ~2-10 hp per lev. You could alter this many ways, the easiest I would say would just be to add a variable to raceedit, and thus races.txt, or to classedit, and thus classes.txt, depending on whether you want it to be mainly determined by race or class. |
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| Posted by
| Meerclar
USA (733 posts) Bio
|
| Date
| Reply #2 on Sun 01 Dec 2002 08:17 PM (UTC) |
| Message
| I have several very fundamental issues with this setup. First and foremost, unless a mud has turned on the no hp when gaining option, why would anyone with any sense waste trains on hp when its possible to deliberately lose a level without losing the hp from gaining said level and regain it with a new batch of hp and (if they have half a clue) some extra practices. Second is the fact that there is absolutely no distinction between the classes. Explain to me how it makes sense that someone who spends their life either studying moldy scrolls or praying for insight can have as much physical hardiness as someone who devotes their life to developing their combat abilities to the ultimate levels? Third, no wonder Im having such a hellishly difficult time properly balancing classes on Stormbringer.
As far as modifying they system, its far easier than adding new flags to races or classes. Use the existing classedit values as base values and change the CO/SD formula to modify those base values. As for trains being a variable amount, I have a few lesser issues there but I do kinda like the uncertainty it gives players. No more guaranteed 10hp per train does have some good points from a balancing aspect. |
Meerclar - Lord of Cats
Coder, Builder, and Tormenter of Mortals
Stormbringer: Rebirth
storm-bringer.org:4500
www.storm-bringer.org | | Top |
|
| Posted by
| Cirin
USA (19 posts) Bio
|
| Date
| Reply #3 on Mon 02 Dec 2002 12:54 AM (UTC) |
| Message
| Well, if you look at most of stock DoT the game isn't centered around catering to the powergamers or the people that are more interested in abusing the system. There are many such design flaws, but in essence I would say that they're all fairly simple to fix. I really don't consider them flaws, since you really should code your mud for your target audience, whether that be RPers, Powergamers, PKers, or whatever. Once you start trying to code against groups you'll find yourself losing your vision and you'll never be able to stay true. The scenarios you described are easily controlled by a sufficiently staffed MUD.
As for your reference to all classes being the same. The idea, as far as I have seen, is that the skills seperate the classes. Warriors have skills that toughen them and are able to wear hardier armors. Personally I believe that a mage should very well be able to stay as fit as a warrior. He wouldn't have those extra skills, but he should have every chance of being as big and as strong. Who's to say he can't have a normal exercise regimen that keeps him in as good, if not better, shape than a similar warrior? There are many different views on this subject and I don't suppose that any group will ever sufficiently prove any other one wrong as all of the views have their own valid points. Kal's view was just that everyone has the same potential (not sure, just my interpretation). |
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| Posted by
| Meerclar
USA (733 posts) Bio
|
| Date
| Reply #4 on Mon 02 Dec 2002 08:54 AM (UTC) |
| Message
| | From what I understand of the original DoT mud that Kal developed the code for, the system was great because the majority of the players were heavily into roleplaying. Unfortunately, I can't say that for the majority of the players on SB:R... Sadly, most of them wouldnt know quality roleplaying if it walked up and kicked em straight in the face but thats another matter entirely..... As for worrying about most of our players potentially abusing the system to build hp without training, they're all too afraid of dying to ever consider it with a very few rare exceptions, and most of those are spellcasters trying to get more spells more quickly. I've actually started getting complaints from some players about class not meaning anything for hp. With our inclusion of certain powergamer skills and classes, we will probably be modifying the hp gain process heavily to make class matter at each level. What we get to decide in the meantime is how best to compensate the existing players for the changed hp values...... I'll deal with that whan and if Balo oks changing the hp determination process I guess. |
Meerclar - Lord of Cats
Coder, Builder, and Tormenter of Mortals
Stormbringer: Rebirth
storm-bringer.org:4500
www.storm-bringer.org | | Top |
|
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