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Forum Name New Player Q&A
Topic subjectEstate and economics
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=5&topic_id=1955
1955, Estate and economics
Posted by Dervish on Wed 31-Dec-69 07:00 PM
Just curious why IMMs develop new areas and classes and so on
but do not bring something new and interesting not in PK/explore system, but in RP/economics?

Put some houses in Galadon (and perhaps ability to buy them?)

Bring something new to economics (ability to create shops for example?)

pretty sure you have all this and even more ideas
but do not implement them...why? if this is not a secret
1962, No offence but this is a horrible idea.
Posted by NMTW on Wed 31-Dec-69 07:00 PM
The safe houses thing would just be overpowered. Part of the fun of CF is the inherent danger of it.

With respect to your shop idea - who wants to spend their whole time sorting through weapon inventories and buying and selling them... boring.
1960, RE: Estate and economics
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
Speaking, as always, for myself and only myself:

I work on things that interest me; these things don't.
1961, Wasn't something similar _removed_?
Posted by terinth on Wed 31-Dec-69 07:00 PM
Correct me if I'm wrong, but if you look at help rent, it seems like there's at least the skeleton of such a system in DIKU. Was it specifically removed from the game? If so, then it certainly seems like this wouldn't be something that would be added.

Also: I happen to agree that this is too much permanency for CF.
1963, RE: Wasn't something similar _removed_?
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
Yes, there's a rent system in DIKU that was removed from CF; however, rent in DIKU is basically about: You need to pay X amount of money to keep your gear when you quit.
1964, Largely unrelated question (Re:save):
Posted by TheDude on Wed 31-Dec-69 07:00 PM
For some reason, I was thinking about what it actually means to "save" in CF, and all the mechanisms which must go on behind the scenes in the code..

Then, I was thinking about some C/SQL projects I've worked on in the past few years, and how hundreds (perhaps thousands) of file writes/SQL updates can be done per second these days.... to make a long story short...

Is there a need for the good old save lag which CF currently implements. (In the very least, could the save lag be shorter? I sometimes compulsively save after skill improvements, etc).

No biggie. For some reason the save lag struck me as strange when I thought about it. I mean, this is no longer 1994 ;-).
1965, RE: Largely unrelated question (Re:save):
Posted by Daevryn on Wed 31-Dec-69 07:00 PM

>No biggie. For some reason the save lag struck me as strange
>when I thought about it. I mean, this is no longer 1994 ;-).

No, but most of the core MUD code is still from 1994. What's a database? :P
1966, I think it's something like a flat text file except worst? :P (nt)
Posted by terinth on Wed 31-Dec-69 07:00 PM
nt
1958, This kind of thing just doesn't fit the CF spirit IMHO. nt
Posted by Nightshade on Wed 31-Dec-69 07:00 PM
nt
1959, I agree. CF isn't about permanency. NT
Posted by nebel on Wed 31-Dec-69 07:00 PM
NT
1956, There are no safe rooms in CF
Posted by DurNominator on Wed 31-Dec-69 07:00 PM
Let's think of the scenario. Joe the elf buys a house from Galadon. Bob the orc walks in, bashes Joe the elf to the ground, loots the house key from his dead corpse and voilá! Bob has gotten himself a new house. Don't see how this would work.

The shopkeepers could work, although they could take a substancial profit for themselves from the sale and items decay profitless after certain amount of time in sale.
1957, I had not sait that houses should be 'safe' :P
Posted by Dervish on Wed 31-Dec-69 07:00 PM
Like guildhalls perhaps (if you hire a good doorguard). Can buy door with lock, alarm and hire a guard
Can customize furniture and such

And if you get someone's housekey in RL you won't become an owner of house, right? You will just have one key.

Same can be done here. And it could crumble after some time.

Outlanders could burn them (with some restrictions). Thieves could really steal (not just BJ, trap/bind or wait for hours till someone will come to the Inn)
Wealthy ones can spend money one more way (quite interesting, I think)

Boost to RP. Cities are a bit more realistic. Now I can _really_ say "I was born in Galadon. Let me show you my house. It's here, quite a poor hat near river, but its my house" (no mom, though :)).

So, another wheel in big mechanism of CF