[CF-Devel] patch:Bargaining experience
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Fri Nov 14 01:42:17 CST 2003
Bernd Edler wrote:
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On Mon, 10 Nov 2003, Mark Wedel wrote:
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Thus you say :
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5% constant cha bargain -> more exp NOT ok.
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10% chance of 50% bargain -> more exp IS ok.
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althogh the experience gained due to charisma is the same in both cases?
Yeah, may not make a lot of sense. But probably the bigger issue is that I'd
prefer for most skills to not be auto success, but instead have some chance of
success/failure - more so for the other benefits, like being able to tune
chances more (as per previous message about shop level or not).
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Anyway, this new patch does not grant exp from charisma.
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And it does no longer meddle with the player's stats.
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One get's 1 exp per silver saved buying,
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and 1 exp per gold gained selling.
looks good. Only thing I'd likely to do different is something like:
flag &= ~F_BARGAIN
instead of
if (no_bargain) flag = flag - F_BARGAIN;
but that is probably really just an issue of style. Perhaps also because
depending on the quality of the compiler, my form should be a little faster, but
given this function, not a big deal.
The expmul issue seems to be solved of cvs.
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Although i'd rather change the gained exp, than the level requirements.
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If someone wanted to use expmul, he now has to make sure, not to step
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over maxint64 for maxlevel.
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OTOH, this way,a different expmul is more transparent to the players.
Well, if the person is member of a party, can still be obvious.
The other adjustment in that case is that all the loss functions need to take
into account that difference.
Eg, right now, if you chop 20% off, all works out ok. However, if you only
give the player 80% (or whatever) of earned exp, and then chop of 20%, I think
that hurts harder, so you'd really only want to the death penalty to be 16%.
However, the numbers would hve to worked out, but it seems like that would be
the case.
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