[Tradeskills] list

Todd McKimmey rufus at legendmud.org
Wed Jun 7 12:59:32 CDT 2006


There are any number of different ways:

** The 'recipe' method, described below, where the recipe is either a
tangible object or something learned as a skill

** The 'discovery' method, where the recipes exist, maybe they're in a book,
maybe they're not, but by combining random ingredients, someone can
'discover' a recipe (the recipe is in fact an intangible object)

In general, these two types are look up tables. You have the items you're
combining and they map to a single object that gets created.

** The 'property' method where items have various properties that, when
combined with other items with complementary properties produce various
objects (a raw item 'log' has property 'wood' in the quantity '20', if you
apply that with a handful of bolts with property 'connector' and quantity of
'4' and 4 more raw items with a 'wood' property of 4 each, you can make a
table)

This is a more complex scheme and there's been a lot of mud-dev and UO
traffic on this matter.

We already have our own methods which are different than the MMO world -- 

** keyword/material/simple method -- make dagger iron => small iron dagger
(this is how forge, etc currently work)

** progressive method -- You start out with an item and continually progress
it through actions (such as 'make staff'). This can be done within the
bounds of any of the recipe or discovery methods, but due to the way we
handle objects, we have complete control over the field values on said
objects. This means we can change any number of values on a given instance
of an object. If you do that in a template model, it would end up in
*thousands* of objects. So things like sharpening a weapon (increasing its
quality or damage) is something we can do without loading a new object.

We of course have the option to invent a hybrid system of any of these or a
brand new system that is none of these.

Questions like 'do we have that?' are meaningless at this point, btw. We can
track, implement, design and code anything we like at this point. My
original plan had a skill level rating for trade skills which would
determine what could be attempted, how well your success rate was, etc.

 
=-=-=-=-=-=
Rufus
> -----Original Message-----
> From: tradeskills-bounces at legendmud.org [mailto:tradeskills-
> bounces at legendmud.org] On Behalf Of Christophe Herrbach
> Sent: Wednesday, June 07, 2006 11:44 AM
> To: Tradeskills at legendmud.org
> Subject: RE: [Tradeskills] list
> 
> First, do we have a benchmark on how other MUDs/Games deal with
> tradeskills?
> 
> My only experience is through MMORPG which implied a lot of grinding and
> acquiring base materials to craft things.
> 
> The core idea in my mind is to collect recipes which can be either
> purchased
> ingame or are dropped (more or less rarely) by some mobs.
> 
> Once you learn a recipe, you can collect the basic components and craft an
> item.
> 
> Crafting an item raises your craftskill score (do we even have that? Maybe
> craftskills could be dealt as stats?) and depending on your score you may
> or
> may not learn more advanced recipes.
> 
> -----Message d'origine-----
> De : tradeskills-bounces at legendmud.org
> [mailto:tradeskills-bounces at legendmud.org] De la part de Pam Eves
> Envoyé : mercredi 7 juin 2006 20:40
> À : Tradeskills at legendmud.org
> Objet : [Tradeskills] list
> 
> I've added the following by default:
> Ma
> LadyAce
> Rufus
> Snapper
> 
> Lorenzo, Nestor and Straussy have asked to be part of the list and
> have been added as well.
> I'll give a few days for people to decide, and then we can get to
> work :)
> Of course, if you all want to get started with some ideas and such now,
> feel free to post them so we can have them handy.
> 
> -S
> 
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