[crossfire] Proposal for better in-game information: client-side "player books"
Raphaël Quinet
raphael at gimp.org
Fri Aug 18 08:39:24 CDT 2006
Here is a quick summary of what was discussed a few hours ago on IRC.
These are basically some additions and clarifications to what was
posted here. Eventually, this information should be summarized and
added to the wiki (dev_todo) and of course this should materialize as
real code...
* In order to explain why the readable items disappear after being
read, it may be better to think about the "player books" as binders:
the player finds some useful pages and stores them in her binder in
order to carry them around easily.
* A player who has collected a lot of information could get additional
"player books" (binders) to organize this information. Another idea
would be that each player starts with predefined binders, one for
each type of information: one for monsters, one for religions, one
for alchemy (or each sub-type: smithery, woodsman, ...) and so on.
* It may be better to replace the current random books by scrolls or
"scraped book pages". The information contained in the random books
would usually fit on a single page anyway.
* Spell books are magic items. This could explain why they disappear
after being read.
* Besides the non-random books used in some maps, we could still have
a few random books. These would contain many pages and would be
both (very) rare and (very) valuable. Their value would depend on
their number of pages.
* To explain the scattering of pages throughout the game: complete
books are hard to find. In most cases, individual pages have been
ripped out of the books by those who found the information
interesting.
* Since the server keeps track of what the player knows (contents of
the "player book"), it is possible to only give litteracy exp for
new information.
* Although the players would never drop any pages from their binder
(unbinding pages would be impossible), those who have the writing
skill (pen) and sufficient experience could copy the information
into new scrolls or books and re-sell the result.
* As an added twist, the information copied from the books might not
always be accurate. Depending on the player's writing experience
compared to the number of pages of the book from which the data is
copied, some errors could be introduced at random. In the copy, the
description of an Ogre could be mixed with that of an Orc, for
example. Or even worse: mixing up some spells and creating an
incorrect copy that would result in a mana explosion when used. The
player would not even know that she is selling or giving away some
garbled information.
These writing errors and their side-effects may not be easy to
implement: if the server keeps track of what each player knows (maybe
using a list of <type><id><part> for each character as described in my
first message) then we have to find a way to allow these errors. The
server must remember what kind of erroneous information the player
has. It must also allow the player who got some incorrect information
to replace it by a correct version if it is found somewhere. But on
the other hand, the player who wrote it should not be able to tell the
difference (otherwise it would be trivial to check it by trying to
read what has just been written). This is a bit tricky...
-Raphaël
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