Posted by Grumble on 12/10/96
I will not put stats on this board, i will just make vague references: the
twisted gold ring is half the rent of the blackened silver ring and the twisted
silver ring. Twisted gold is an increase to the all-fam DEX slot. the twisted
silver is the same increase to a diff stat however. blackened silver doesn't
even increase [stat] by as much as the twisted gold, yet the twisted gold is
half its rent. Maybe something needs to be balanced, and i dont mean raising
the rent on twisted gold either :P I know there are lots more examples of
things like this (poets/blackened silver) feel free to append other gripes >:)
Maybe some of these items need to be looked at again eh?
Saturday, November 30, 03:20AM
mmm. i always thought that those differences were for whichever stat
was more 'intrinsic' and natural, like silver/black boots versus
moccasins and the lack of availability of equivalents for other stats and
stuff. I mean, I could go on griping about how there are no +str
leggings, +spr shields, +spr weapons....oh well.
Sunday, December 01, 08:03AM
so rings remind you of dexterity huh haul.
Sunday, December 01, 08:33AM
don't mind Haul, he just likes to argue for the sake of arguing.
Monday, December 02, 07:31PM
mmm...pardon me, the twisted golds were the first rings i saw when
i mudded here.
Monday, December 02, 08:21PM
Wear position does not affect the rent cost of stat bonuses. The
armor class given by the item IS affected by wear position, because
magical AC costs more than regular ac, and some pieces of armor/clothing
can simply cover more of your body than others can (and therefore have
a higher max ac they can give).
Items like these should be reported by mudmail to the building staff to
get checked against the rent cost formulas. We have very specific costs
for everything that an item can do. The formulas do however give a
MINIMUM rent value.
Currently precious metals often cost more even though players may feel
that the preciousness of them matters not at all in gameplay terms. The
coming split between rent cost and game value will help remedy that.
Tuesday, December 03, 12:03AM
mmm..yeah, a silver pentacle is 1/5th that of a golden torc, tho
they do the same stat..oops. strike 1/5th, it's 1/3rd...mmm, so
if there was a 'silver' torc, it would have been only a little bit
more rentier than the pentacle, eh?
Tuesday, December 03, 12:37AM
Yep, that's right; as I said, rent formulas give a minimum value.
There's no built-in distinction between silver and gold in the cost
tables, though. One is more expensive than the other because, well,
it's more expensive. :)
Tuesday, December 03, 06:10PM
Ok, after looking closely at all the items in question: I found nothing
out of whack with any of them according to the guidelines in the building
The twisted gold ring, the twisted silver ring, and the blackened silver
ring cannot be compared by stat bonuses alone. Other factors in the item
are also figured into the equation for determining rent value. One such
factor is AC that the item provides. As Ptah said, magical AC costs more
than regular AC. However, in these cases, it is the MATERIAL type, the
gold/silver, that also increases the costs for two of the items that do
provide AC as well as stat bonuses.
Moving on to the questions about the silver pentacle and the golden torc...
The torc is a solid piece of gold that wraps around your neck. The pentacle
is a simple pendant having from a leather thong. The principle material of
the torc is gold, whereas that of the pentacle is the leather. The price
difference between the gold and the leather is the difference you are seeing
there. Remember, different material types have different resistances to
different kinds of damage.
So... anyway, hope that answers those questions.
Tuesday, December 03, 09:02PM
Just out of curiosity, would it be possible to release some
data/information regarding how many material types there are,
which are more susceptible to what kind of damage, and the general
formula for all this? It seems that leather type is more susceptible
to piercing damage, whereas others are more likely to be damaged when
being pounded on, etc., but would it be possible to just get
a handy reference sheet of sorts around, so we can check eq as
we go along, or somehow instinctively guess how much ac said item
is going to provide, etc?
Wednesday, December 04, 07:48PM
I image the id object spell could be expanded a bit to give you the
principle material type of the object as well. It already gives the
AC value for the item if it is of type ARMOR.
Wednesday, December 04, 09:45PM
I would love to see the whole formula for rent damage done by each type of
weapon compaired to material type and other stuff similiar. Maybe it could
be done as a type of help file for the code? What i mean to say is there
going to be anything released along with the code explaining how each
command skill etc works? And considering Arkenstone has talked about at
times, (how dodge is working right for example) I wouldn't think it
would be against policy. I could understand leaving stuff out like spell
requirements, but on the other hand how the spell is coded might be acceptable
Tuesday, December 10, 03:44AM
anyone ever notice the seemingly useless eq thats tons of rent? ie: war
banner/campaign boots/etc.. why not just take the items out if ther useless and
have this much rent? some people might carry them around for RP if they were
less rent Maybe they do have a use and if so, i think whatever spells it 'puts'
on a person (like sanc rings) should either show up in score or should be abel
to be determined by id object.
Thoughts from Laurel
Tuesday, December 10, 04:01PM
They aren't useless; players merely do not use them. Part of the reason
may well be that they do not wish to make the tradeoff of the slot and
the rest for what the item gives, yes. But that does not make the item
In the case of the war banner, for example, it gives something which is
clearly visible in score, and which accounts for its rent.