[CF-Devel] Re: [CF-Devel] Features suggestions: 'mail' box & blackboard

crossfire-devel-admin at archives.real-time.com crossfire-devel-admin at archives.real-time.com
Sun Aug 10 13:32:41 CDT 2003


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      It'd seem that a large amount of trust would be needed for that to work (am I 
     
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      really going to drop off that item when I haven't received payment for it?) But 
     
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      I suppose some players could make use.
     
     
Once you trust someone, having done some exchanges 'direct' exchanges, i guess you can do 'indirect' exchanges like what i suggest....
Also you could do something like 'i give half the money, you give item, then i give the rest of money...
of course if it's valuable items in both cases, that may be more a trouble...
or we could do something like: two players put items in special spaces, and can both reclaim'em when they want. only those 2 players can access that space. Then both agree that the trade is ok (with delay if needed, ie not at the same time). When both have agreed, items are swapped, so the exchange is done. The key being that both agree, or no deal.

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      Easiest way to do this with current code: Have a space which only the target 
     
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      player can get into (think old apartments). Then have a space with a teleporter 
     
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      that puts the object into that private space. Player drops item on teleporter, 
     
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      activates it, and item is now in target players private space.
     
     
I was thinking of something like that, yeah.

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      the problem here is that you then would run out of such spaces, unless there 
     
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      is some form of key reclamation (eg, you can buy the key, but when you use it, 
     
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      it disappears and goes back to being for sale again. The cost could still be 
     
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      nominal, but most players probably wouldn't buy it again unless they planned on 
     
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      some trade.
     
     
unless all items get dropped/put on the same space, no?
it's just a matter of sorting items, in that case :-) 

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      This gets to be a more a problem - what happens if a player quits his 
     
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      character, but still have writings?
     
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      More so, how do you really know who wrote what? And suppose some player 
     
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      decides to post thousands of characters of garbage?
     
     
Hum. Make in the code something to add automatically append the player's name to the note? that way we can't cheat.
As for players quitting definitely the game (not using the char is another matter, since the player directory is still active i think, thus the player is technically still here). But maybe using that appended name to erase things?

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      More interesting would be able to write and post notes that slowly decompose 
     
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      (eg, maybe last for a couple earth days before going away). In this way, 
     
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      unlikely you'd ever have an over abundance of notes, and probably less incentive 
     
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      for abusive players to write tons of notes, knowing they will just disappear.
     
     
That could be a nice implementation, indeed. It would make it necessary to rewrite notes many times as needed :-)
Also maybe something like a cost for notes?

Nicolas 'Ryo'

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