Posted by Mac on 09/22
I reckon random stats have been imp'd poorly here. They work
on other MUDs where exact stats aren't required and tend to
only vary by 10-20% too, you may kill mobs over and over on
these other MUDs when you have nothing better to do, but it's
not a requirement as it is here.
I suggest random 'stats' should be yanked here and just
randomize AC, hps and mana on items instead. Would be
nice if weapons were slightly randomized too but I think
it'd be complicated by the system that's in place.
Actually, if you just made quality random and fixed it
so Q0 is decent and Q4 is almost as good as Q5, I guess
it could work.. Just not quite as nice as random dice.
Wednesday, September 20 2000, 12:05AM
Random stats? Are you referring to random stats on objects? or random
stats on NPCs?
Your post wasn't quite clear enough on that...
btw -- good suggestion on the Q on items meaning something
Wednesday, September 20 2000, 01:14AM
Oh, I guess I assumed others would know what I was talking
about since I did. :P I meant random stats on eq.
Friday, September 22 2000, 07:37AM
Random stats are a tool that the builders wanted, that I don't think
we want to revoke. In comparison to static-stat'd objects, there are
relatively few random stat items -- a fair number of those were put
in to allow lower level characters a chance to obtain occassionally
some +stat items.
Currently, random stat'd objects can deal with any stat, hit, mana
move, prestige, parry, hitroll and damroll. However, it currently
does not deal with compensating for values greater than the absolute
maximum for anything other than stats (for example, it doesn't
know how to deal with something having 6 DAMROLL, how to compensate
the object with an appropriate amount of -stats or -HITROLL since
the rules for which are very fluid and hard to code distinctly).
If the situation is such that you are killing the same thing over
and over again to obtain the 'best' result from the item with
random stats, then that's another issue that takes the problem
to the gameplay implementation level. If that's the case, we
need to approach the problem from a new perspective.
Friday, September 22 2000, 09:05AM
Well, people tend to work out their eq before obtaining it,
it's not like you can often go without and settle for something
less than the best available, if it were AC hps or mana, it
wouldn't matter, we don't have like 50% chance of obtain what
we're after, it's more like 1/5 or higher and it's pretty
frustrating. -whap Aloph- I also think it'd be better if
rent wasn't adjusted for some things like AC, if you get
a few extra AC, it should simply be a bonus. I was
actually dissapointed in obtaining a +5 stat gun as I'd
rather one with lower rent for quickdraw, I don't think
this should be the case.
I dunno, random stats could be fun but it turned out quite
the opposite. If you were to leave stats maxed, or make
them +5 overall with like a 1/100 for it to be +6 overall,
randomize the AC, hps, mana, and even the rent, we wouldn't
need to kill stuff over and over but it'd give bored folk
something nifty to do and really get the auction channel