Re: [crossfire] shops and stealing

2006-01-01 Thread Miguel Ghobangieno
hv: remeber, each server has diffrent rules. PKing and
abusive behavior is 100% happy-good on Cat2 while it
is outlawed on MF. Hardcoding jail for such things
would be bad.

--- [EMAIL PROTECTED] wrote:

 Mark Wedel [EMAIL PROTECTED] wrote:
 :  For a long time, the thief skill stealing has
 been available, but the only use 
 :was the limited ability to steal from monsters.
 :
 :  With the addition of new fields in the map header
 for shops, it'd seem like it 
 :would not be possible to extend stealing to shops. 
 Not that the current headers 
 :are really in any way useful, but in a sense,
 because they sort of give an 
 :example of extending the shop attributes.
 :
 :  What I'd suggest then is fields like:
 :
 :steal_adjustment:  Represents how hard/easy it is
 to steal from this shop.  A 
 :positive value denotes it is easy, negative value
 means it is hard.
 :
 :max_steal_value: Maximum value of an object that
 can be stolen from this store. 
 :  Thus, if someone drops a 10,000 pp item in a shop
 easy to steal from (which 
 :normally has junky stuff), one wouldn't be able to
 steal it, because this value 
 :for the shop may be something like 10 pp.
 
 Maybe shops should refuse to buy such expensive
 items from players if they don't
 have the facilities to display them securely, or
 they should buy and immediately
 sell on to the nearest shop that does.
 
 :jail_map:  If the theif is caught, map where they
 are sent.  At least scorn has 
 :a jail if I recall - not sure if other maps.  But
 basically, get caught 
 :stealing, have to sit around for 5 (or more)
 minutes.  Easier shops would 
 :probably sentence you to less time.   This could be
 in the form of [EMAIL PROTECTED],y 
 :to denote coordinates to put the player into.
 
 I don't like the idea of automatic jail time - keep
 that for things that
 you *don't* want players to do, like pking and
 abusive behaviour.
 
 For game balance, I think it'd be enough to ban a
 thief from the local shops
 for a period of time (maybe around constant * (1 +
 log_2(item_value)) ticks).
 If more is needed, the shop keeper should call the
 guards - no loot, no exp,
 and guaranteed to be higher level than you. But I
 don't think it is needed.
 
 The rest sounds good to me.
 
 Hugo
 
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Re: [crossfire] Banking system

2006-01-01 Thread Miguel Ghobangieno
Who said jade and amberonium coins would be in any
duengons? I am not putting them as treasures in my
maps atleast (and does anyone else map anymore besides
me?). As for we have gems/this/that which can be used
instead it's nice to have multiple ways to do things.
The role of jade etc IMHO, since I'm not going to put
them in my duengons as treasure (and hopefully others
won't either) is to beable to have 10,000 dollar
notes kindof thing. All apprasals etc should be in
silver, gold, plat and never jade and amber.

I suggest an addum to the mappers handbook don't put
jade and amber coins in you duengons as rewards. Then
will come the question why have them then! Well then
why have most of the things we have in CF? We could
probably chuck most of our archtypes.. why even have
CF? CF isn't needed in the world etc.

I'd also like copper coins, this will require value to
have decemal points.
Could we do that?

--- Rick Tanner [EMAIL PROTECTED] wrote:

 
 Post on behalf of Todd Mitchell (Avion):
 
 The Imperial Banking system was not intended to be a
 modern bank, more 
 of an old fashioned type bank.  The Imperial Note is
 not money, it is a 
 credit note.  Basically it was to allow players to
 carry and transfer 
 large amounts of wealth between cities or as a way
 to pay for large 
 ticket items (such as guilds) while avoiding
 inflation of value that 
 large coins would bring.  The coin system is based
 on weight and this is 
 a good thing that limits the amount of treasure
 folks can carry. 
 Because they are low weight and easy to carry, the
 Imperial notes are 
 not supposed to be worth anything intrinsically and
 cannot be used as 
 money, but can be used to transfer large sums of
 money (and always for a 
 convenience fee). All this talk of large
 denomination coins seems to be 
 to me misplaced since the point of the coins is to
 limit what can be 
 hauled out of dungeons easily and limit wealth
 accumulation.  Large 
 coins will lead to inflation as they allow players
 to carry more cash on 
 hand. As for 'credit cards' and other stuff to pay
 for big purchases? - 
 why bother when you can easily make special altars
 (or use scripting) 
 for expensive things that accept Imperial notes. 
 They are already 
 credit notes.  Allowing their use as *money* however
 would simply make 
 them into large coins and defeat their purpose.
 Also the bank code was designed to allow for
 alternate credit 
 institutions and easily changable service fees.
 
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Re: [crossfire] Banking system

2006-01-01 Thread Miguel Ghobangieno
Checkbook arch committed.
There is also a bankcard arch.


--- Rick Tanner [EMAIL PROTECTED] wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 ERACC wrote:
 
  That is why I suggested a bank card that debits
 the bank
  account rather than a credit card. I don't think
 CF should implement
  a credit system. I see ways to exploit /that/
 right now.
 
 Hmm.. I thought the discussion all along was for
 some sort of
 debit/check/cheque card that automatically deducts
 the money from your
 bank account *assuming* you have enough cash in
 there to cover the
 purchase.  Otherwise you see some sort of message
 showing how much more
 money you need to make the purchase.
 
 I agree, I think it's a bad idea for a credit card
 or making purchases
 without cold hard cash to back it up.
 
 
 
 
 
 
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Re: [crossfire] Re: [Crossfire-devel] I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-01 Thread Miguel Ghobangieno
I agree with Eracc, this is something I've wanted too.

Could you also make hp and maxhp a 32 bit int aswell?

--- Mark Wedel [EMAIL PROTECTED] wrote:

 ERACC wrote:
 
  While you guys are looking at stuff like this
 could you please adjust
  the payment altars to accept more than 32767? I
 wanted to use a 5
  diamond altar in my Lone Town apartment map (for
 the various alchemy
  benches in the basement) but could not due to this
 limitation.
 
   The problem is that converters use sp and food as
 the number to use/create, 
 and these values are 16 bit right now.
 
   It's simple enough to change the type to be 32 bit
 - I'm just not sure what 
 other side effects that might cause.
 
 
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Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-01 Thread Miguel Ghobangieno
the coin money will still exist, right?

--- Brendan Lally [EMAIL PROTECTED] wrote:

 On 12/31/05, Mark Wedel [EMAIL PROTECTED] wrote:
Not until relative recent history did paper
 money really become popular.  That
  said, if currency is changed, I'd suggest unique
 graphics (that are clearly
  distinguishable) are probably desired - having
 bunches of coins in my inventory
  that all look the same would be
 confusing/annoying, and remove some of the
  reason for doing this, which is to add character.
 
 This would also have to affect character generation,
 currently players
 that are generated get an amount of money when they
 choose a class,
 and before they exit the nexus. If the two
 destinations from the nexus
 have differing currencies, then the player could get
 the 'wrong' type.
 
 Moving the acquisition of money to the teleporters
 which the player
 stepped on might work, but since dead players return
 there until they
 get another savebed, this might be hard to guarentee
 to not be
 exploitable (at the least, every existing player who
 didn't set a
 savebed, would get some money next time they died).
 
 Making those teleporters damned could work, indeed,
 if they pointed to
 a relatively 'safe' place (scorn town hall maybe?)
 it might be
 considered a good thing anyway.
 
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Re: [crossfire] Banking system

2006-01-01 Thread Miguel Ghobangieno
I think you should have to go to the bank to convert
coins to other currencies etc.

If people don't want to bother with money they can use
the checkbook and have to put up with the small %
fees.

--- Mark Wedel [EMAIL PROTECTED] wrote:

 
   My point about dropping money in the shop is more
 a convenience thing, not 
 realism (using the 'r' word with crossfire is never
 a good idea).
 
   But my general thought is that if a bankkeeper is
 willing to accept usage of 
 the check card (or whatever its called), it just
 makes it easier for players so 
 they don't have to run to the bank every time they
 want to get rid of their 
 coins.  That's not one of the things I really like
 in real life, so could do 
 without it in a game.
 
   As far as check books, various thoughts:
 
 1) the bank itself could charge some fee (fixed
 percentage) of the money being 
 deposited.  After all, they are taking all those
 coins and storing them away. 
 Number should probably be relatively low.
 
 2) Shops could add some surcharge if using such a
 card.  Perhaps make this a map 
 property.  Arguably, the bigger the purchase, the
 smaller (percentage wise) this 
 charge would be.  If you're buying something for 4
 gp, its a bit of a bother for 
 the shopkeeper to take that check and get the money.
  If you're spending 50,000 
 pp, the shop keeper would probably prefer that money
 get transferred directly to 
 their bank account - they don't want 5 tons of
 platinum.
 
   If one was going to be more realistic, there
 really should be regional banks 
 (scorn bank, navar city bank, etc), and you'd need
 to use the appropriate check 
 book in the appropriate city (or the shops should
 demand a lot more money for 
 using accounts of a foreign nature).  Or perhaps the
 at the bank itself, you 
 could transfer money, but with a fairly hefty fee
 (have to use magic after all 
 to really confirm there is the money in that remote
 account, etc).  But that 
 really just makes things more a bother for the
 player.
 
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Re: [crossfire] shops and stealing

2006-01-01 Thread Miguel Ghobangieno
Could exponetially vs linerally be settable in the
server config file.



--- ERACC [EMAIL PROTECTED] wrote:

 On Saturday 31 December 2005 12:02 am
 Mark Wedel wrote:
 
  [...]
With the addition of new fields in the map
 header for shops, it'd seem like it 
  would not be possible to extend stealing to shops.
 [...]
 
 Good ideas there. I would add that a player's luck
 score should have
 a lot of influence on ability to steal from a shop.
 So, a player that
 wants to PK /and/ steal is truly out of luck and
 will have a much
 more difficult time stealing from a shop. A 'luck 0'
 score would mean
 luck has no affect on the percentage chance of
 getting caught. A luck
 score of +1 or greater means the player has an
 exponentially greater
 chance of stealing successfully. A luck score of -1
 or lower greatly
 increases the player's chance of being caught
 exponentially as the
 score goes down. So, someone with 2 PKs (luck -2)
 would have a much
 harder time stealing than someone with a luck of 0.
 
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Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-01 Thread Brendan Lally
On 12/31/05, Miguel Ghobangieno [EMAIL PROTECTED] wrote:
 While regional currencies exchange values could change
 depending on factors that are not in the game yet the
 silver, plat, gold, jade, and amberonium coins should
 keep their absolute value forever.

Actually, something I think might be interesting would be to have
major and minor currencies.

Consider the (pre-decimalisation) British Currency.
Prices were given in pounds, shillings and pence, 12 p made one
shilling, and 20 shillings one pound

There was a one penny coin, a one shilling coin, and a one pound note.
In principle it was possible to use these, and only these, for
purchasing items. However, there were a number of other coins of
intermediate values which were extensively used to make up
intermediate values, without prices being quoted in them. (note that I
am referencing old British currancy, simply because there were so many
coins of arbitrary values that were issued -
http://en.wikipedia.org/wiki/British_coinage#Denominations_of_pre-decimal_coins_and_their_years_of_production
looks to be a fairly good list).

Now, what I am wondering, is if the coins with which shops make change
couldn't be the thing that varied, so that money would be taken from
one of 12 or so different types of coins, and change given in a
similar manner (to take an example from the above list, an item which
would require 50 shillings (gold) change might cause it to be given in
the form of two unites and a half unite in one place, but one two
guinea coin and two double florins somewhere else.

These could all be legal tender everywhere, whilst causing a player
who would travel in certain areas of the world to have different types
of coins to someone else elsewhere.

A modern form of this can be seen to a lesser extent with the euro
coins and notes, whilst they lack the amusingly contradictory values,
they have different designs on the reverse depending on which country
they are from, so that a coin with a design from a country relatively
far away is a mild curiosity on the occasions they are encountered.

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Re: [crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2006-01-01 Thread Miguel Ghobangieno
If we are to do this it should be in addition to the
current (blank) coins.

--- Brendan Lally [EMAIL PROTECTED] wrote:

 On 12/31/05, Miguel Ghobangieno
 [EMAIL PROTECTED] wrote:
  While regional currencies exchange values could
 change
  depending on factors that are not in the game yet
 the
  silver, plat, gold, jade, and amberonium coins
 should
  keep their absolute value forever.
 
 Actually, something I think might be interesting
 would be to have
 major and minor currencies.
 
 Consider the (pre-decimalisation) British Currency.
 Prices were given in pounds, shillings and pence, 12
 p made one
 shilling, and 20 shillings one pound
 
 There was a one penny coin, a one shilling coin, and
 a one pound note.
 In principle it was possible to use these, and only
 these, for
 purchasing items. However, there were a number of
 other coins of
 intermediate values which were extensively used to
 make up
 intermediate values, without prices being quoted in
 them. (note that I
 am referencing old British currancy, simply because
 there were so many
 coins of arbitrary values that were issued -

http://en.wikipedia.org/wiki/British_coinage#Denominations_of_pre-decimal_coins_and_their_years_of_production
 looks to be a fairly good list).
 
 Now, what I am wondering, is if the coins with which
 shops make change
 couldn't be the thing that varied, so that money
 would be taken from
 one of 12 or so different types of coins, and change
 given in a
 similar manner (to take an example from the above
 list, an item which
 would require 50 shillings (gold) change might cause
 it to be given in
 the form of two unites and a half unite in one
 place, but one two
 guinea coin and two double florins somewhere else.
 
 These could all be legal tender everywhere, whilst
 causing a player
 who would travel in certain areas of the world to
 have different types
 of coins to someone else elsewhere.
 
 A modern form of this can be seen to a lesser extent
 with the euro
 coins and notes, whilst they lack the amusingly
 contradictory values,
 they have different designs on the reverse depending
 on which country
 they are from, so that a coin with a design from a
 country relatively
 far away is a mild curiosity on the occasions they
 are encountered.
 
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Re: [crossfire] shops and stealing

2006-01-01 Thread Mark Wedel

Miguel Ghobangieno wrote:

I like the idea (note it shouldn't be that a lvl 115
player can usually steal an artifact item (or
something of similar value) from a shop, that should
still be ultra hard).


 But this is also where the max steal value comes in.  Unless there are shops 
which let the players steal 100,000 pp items, this never really becomes an issue.


 While theoretically possible to make the formula something settable in a 
config file, I think it'd be more likely that certain parameters are set that 
way (base chance, difficulty increase, etc).


 Note also of course that your steal chance is based on your exp in the 
stealing skill.  I'd imagine getting really high levels would be relatively 
difficult/time consuming.


 As far as punishments:
Being banned from stores (for some time) is an interesting idea.  Certainly, the 
shop maps could be set up to not allowed players that are banned from going into 
the store.  And a force could be used to denote that the person is banned 
(ideally, they should just be banned in that region - navar isn't really going 
to know what happened in scorn).  In fact, this force could be used to record 
number of times caught, with each time they have been caught decreasing the odds 
- a known thief is going to be watched pretty carefully after all.  So even if 
the player isn't banned from the store, may still have a very hard time stealing.


 It could be interesting to tie this to the idea of reputation that has been 
bandied about before also.  A known thief probably won't get as good prices 
selling stuff and pay more for buying stuff.  This could be an incentive for 
that player to go out to another town where he isn't known.


 Perhaps tracking successes (or amount successfully stolen) could be 
interesting - a character could then become (in)famous as the legendary thief or 
something also.  If we actually had a thieves guild, such status could be a 
requirement to get access to certain parts of it.


 Punishment in coins could be done.  But then I suppose the players would 
decide on that tradeoff - if they don't want to loose money, they'd just drop 
what money they have in their apartment and then steal, risking the jail time.



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Re: [crossfire] Banking system

2006-01-01 Thread Mark Wedel

Miguel Ghobangieno wrote:


I suggest an addum to the mappers handbook don't put
jade and amber coins in you duengons as rewards. Then
will come the question why have them then! Well then
why have most of the things we have in CF? We could
probably chuck most of our archtypes.. why even have
CF? CF isn't needed in the world etc.


 Updating the map guide could be done.   I just wonder how many people read it 
:).  That said, the map check scripts could be modified to look for unauthorized 
arches also - some cases may be acceptable, but noting that jade coin appears in 
map xyz coudl still be useful.




I'd also like copper coins, this will require value to
have decemal points.
Could we do that?


 IMO, no.  There will always need to be a minimum value, and keeping that 
minimum 1 to me makes perfect sense.  Adding decimalization adds a fair amount 
of complication, and as is, a value 1 object really isn't worth anything.


 I'd much rather go the approach of revalueing the existing money.  Make the 
new copper coin worth 1.  Make silver coins worth 5.  If gold (10) and platinum 
(50) coins keep the same value, such a change in valuation isn't likely to 
affect things very much (unless players make huge piles of silver to anticipate 
that change).


 Or perhaps one that seems like more a hack but wouldn't have that problem - 
create 'new' coin - new copper, new silver, new gold, new platinum, etc coins as 
new archetypes.  Put whatever valuation you want in them.  Update treasure lists 
(and perhaps maps, but I'm not sure how many maps actually have coins piled on 
them)  Maybe change the existing coins to be 'old' coins or 'ancient' coins.


 Thus, all new coinage that shows up should be these new coins with new 
valuation.  However, those old coins still exist and can still be used with no 
inflation in value, so a player that has stockpiled piles of them doesn't get 
anything more from them (and if they find them in maps or something, not a big 
deal - old coins sitting in a dungeon wouldn't be that odd).


 I say all this because, as I've said before, at some level, you need a minimum 
value on objects.  You can't use floats to store value because the precision for 
high/low values isn't there, and you'll get into all sorts of errors.  So the 
only way to do this is what Brendan (I think it was) described, which is to 
multiply and divide internally.  But even then, you are still stuck with some 
minimum, based on the multiply/divide values that are set up (if for example it 
is 100, then your minimum value is .01 - anything less is lost).


 But really, it comes down to the fact (to me) that a value 1 object is pretty 
nearly worthless, and I can't see need to have stuff worth less than that.  So 
this really becomes a matter of a new coin standard, and that can be done with 
just archetype changes, which to me seems like the much better way to go.



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Re: [crossfire] shops and stealing

2006-01-01 Thread ERACC
On Saturday 31 December 2005 08:00 pm
Miguel Ghobangieno wrote:

 --- ERACC [EMAIL PROTECTED] wrote:
 
  On Saturday 31 December 2005 12:02 am
  Mark Wedel wrote:
  
   [...]
   With the addition of new fields in the map header for shops, it'd seem
   like it  would not be possible to extend stealing to shops. 
  [...]
  
  Good ideas there. I would add that a player's luck score should have a
  lot of influence on ability to steal from a shop. So, a player that
  wants to PK /and/ steal is truly out of luck and will have a much more
  difficult time stealing from a shop. A 'luck 0' score would mean luck
  has no affect on the percentage chance of getting caught. A luck score
  of +1 or greater means the player has an exponentially greater [...]
 
 Could exponetially vs linerally be settable in the server config file.

Making this server configurable would be good I think. Not everyone
desires to have all the features be a hard-coded non-option.

Gene
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