Divebomb wrote:Kiri wrote:
Divebomb: *Interactive environments (pull/push/speak/etc)
*Intelligent mobs (mobs that summon/teleport/track/spawn other mobs/run away more than a room and drip blood all over).
*Mobs that fight/use skills of a race - "classed mobs"
*Objects that are enhanced/downgraded based on other objects
*Area-based weather and effects thereof - good and bad
*Modification of regeneration techniques
In the longer term, (meaning not in the next 3 months) we will be willing to work on:
Does that mean we should expect the above in the next 3 months?
Depends on whether Alicia is around and willing to help Slart with it. You can start the bugging him process, if you wish (Alicia, not Slart).
kiri wrote:
In the right now, and feel free to give snippets to me, DB, file:
* Suggestions for where to implement race-oriented code for objects (send me vnums even in existing areas and i'll look into doing it)
It's my opinion that areas should be parcelled out to certain people to be fixed up for not only race-specific equipment, but the above things as well (like classed mobs). And they need to be WIDELY distributed.
--This makes me a little wary. I trust certain people to distribute areas to, but you have to realize people vary in terms of reliability and time management... and motivation...
Dive:
If the classing of mobs is done in such a way that "classed mobs" are more difficult to fight, then they should also hold better experience. Then, something like this should be implemented in a single widespread use such that 60% or more of the mobs in existence become classed in some way or another. The same with objects. Most objects could probably be logically restricted to certain classes/combination of classes. Many objects will not, but it's pointless to introduce these changes just for the future or to pick one by one only certain items and report them to be changed at some uncertain time.
Kiri -- I don't see why there should be more classed mobs than unclassed mobs, especially if we plan more changes to mobs in the future that we may want to reserve mobs for. I see classed mobs more like boss mobs than regular mobs. SHouldn't the ratio be the other way around?
Dive --
But, seeing as to implement that, all area files should be touched and all objects examined, it would be an ideal opportunity to address the balance issue - the situation that objects have pretty much inflated to the point that a mortal can easily reach over 100/100 hit/dam with very little effort.
Kiri -- this is all well and good, but this is a longer-term goal that needs much discussion and thought. Balance is by no means an easy answer. It requires all sorts of things, rebalancing of objects, mobs and the code needs to be tweaked (not right away, another long term thing) to fix the player/mob equivalency. This is something we want to see Alicia help with in the longer term, as well. If you "balance" too harshly and too quickly, it can end up f'ing people over instead of adding equal parts good and bad, and people end up hating it and quitting. It needs to be something done delicately, deliberately, and cautiously, over time.