George Greer wrote: > > Incognito research might be fun. (How fun is it to log on and then be > noticed?) Well, I happen to assist in play testing a realm that I work on world balance for, and most of the time I play a role that is exactly unlike my normal, well known character. Often times, do to my extreme enjoyment of role playing, I spend time as a female character, playing an age of a real life girl of around 14. This leaves that innocent effect. I report to the Immortal staff with suggestions and notes, and from there, changes are made. This has become quite a nice way of doing things, because it's like having an Immortal inside the mortals circle. The mortals would never tell the Immortals of things that were causing imbalance, especially if they are in the favor of the mortals. In my own realm, I do much the same. I spend atleast 1/4th of the time in my realm playing as one mortal character or another, trying to keep in mind what it is like to be a mortal, and just how my changes have affected the realm. This also helps for the creation of new ideas and code, because, due to some strange mental imbalance (most likely), I am able to change view points without remembering anything of my Immortals mind. So when I am the player, I act and react as the player, and vice versa. Enough about me though. My original comment, was derived from the fact that being around the mortals allows you to pick up on their traits, their slang, as well as the way they play. If you play along side of them, forgetting that you are "an all knowing being" you will find ways to code in new challenges, as well as spot things that really shouldn't be left alone. I thought I had something worth while to say with all of this, but upon getting lost in the Dove Audio presentation of Hitchhikers Guide To The Galaxy, I seem to have lost it. So I'll end this rant here and move right along to a thought I'm working on for dodging and armor class. Currently, I have been thinking I do not like the current armor class system. To me, the amount of armor worn should not constitute hit and miss, but rather, did the person hitting me deal damage. So I have come up with the following, but I'm not sure I like this either, and am looking for other ideas. First, check the attackers ability in fighting with the weapon they have chosen for combat, and pit it against their opponents ability to dodge their attack. If their opponent failed the dodge, then check to see if their armor absorbed the damage. This is the part that I haven't yet decided on. I am thinking, maybe, each item will have a quality rating, and the hit will randomly (more or less) chose one of the wear positions, and see how much the armor is able to absorb based on it's quality. For example, a breast plate with a quality of 60, should perhaps negate 60% of the damage. Basically, somewhere, there will be a check. If the damage roll gets under the quality rating, no damage is dealt at all. If it gets over the armor's quality rating, it will deal an amount of damage minus the quality in percent, and feed it to the opponent. On top of this, I think I have decided that if it does in fact deal damage to the player, it should in turn have a chance of damaging the armor itself. So even the best of armor, will eventually be dwindled down to worthlessness, in whatever time that would take. Any input on this, would be greatly appreciated, since there is this nagging at the back of my mind that says I have forgotten something completely. "If you will practice being fictional for awhile, you will learn that sometimes fictional characters are more real than those with bodies and heartbeats." - Illusions (Richard Bach) -- «¥» Lord Kyu «¥» -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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