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DervishMon 08-Oct-07 03:22 AM
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#1955, "Estate and economics"


          

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

  

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Reply No offence but this is a horrible idea., NMTW, 08-Oct-07 05:19 PM, #7
Reply RE: Estate and economics, Daevryn, 08-Oct-07 01:11 PM, #5
Reply Wasn't something similar _removed_?, terinth, 08-Oct-07 03:07 PM, #6
     Reply RE: Wasn't something similar _removed_?, Daevryn, 08-Oct-07 05:39 PM, #8
          Reply Largely unrelated question (Re:save):, TheDude, 08-Oct-07 05:55 PM, #9
               Reply RE: Largely unrelated question (Re:save):, Daevryn, 08-Oct-07 09:03 PM, #10
                    Reply I think it's something like a flat text file except wor..., terinth, 09-Oct-07 03:42 AM, #11
Reply This kind of thing just doesn't fit the CF spirit IMHO...., Nightshade, 08-Oct-07 10:57 AM, #3
Reply I agree. CF isn't about permanency. NT, nebel, 08-Oct-07 11:03 AM, #4
Reply There are no safe rooms in CF, DurNominator, 08-Oct-07 08:51 AM, #1
     Reply I had not sait that houses should be 'safe' :P, Dervish, 08-Oct-07 10:24 AM, #2

NMTWMon 08-Oct-07 05:19 PM
Member since 09th May 2007
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#1962, "No offence but this is a horrible idea."
In response to Reply #0


          

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.

  

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DaevrynMon 08-Oct-07 01:11 PM
Member since 13th Feb 2007
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#1960, "RE: Estate and economics"
In response to Reply #0


          

Speaking, as always, for myself and only myself:

I work on things that interest me; these things don't.

  

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terinthMon 08-Oct-07 03:07 PM
Member since 24th Dec 2005
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#1961, "Wasn't something similar _removed_?"
In response to Reply #5


          

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.

  

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DaevrynMon 08-Oct-07 05:39 PM
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#1963, "RE: Wasn't something similar _removed_?"
In response to Reply #6


          

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.

  

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TheDudeMon 08-Oct-07 05:55 PM
Member since 20th Sep 2005
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#1964, "Largely unrelated question (Re:save):"
In response to Reply #8


          

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 .

  

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DaevrynMon 08-Oct-07 09:03 PM
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#1965, "RE: Largely unrelated question (Re:save):"
In response to Reply #9


          


>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?

  

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terinthTue 09-Oct-07 03:42 AM
Member since 24th Dec 2005
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#1966, "I think it's something like a flat text file except wor..."
In response to Reply #10


          

nt

  

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NightshadeMon 08-Oct-07 10:57 AM
Member since 30th Apr 2005
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#1958, "This kind of thing just doesn't fit the CF spirit IMHO...."
In response to Reply #0


          

nt

--Nightshade

  

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nebelMon 08-Oct-07 11:03 AM
Member since 03rd Oct 2003
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#1959, "I agree. CF isn't about permanency. NT"
In response to Reply #3


          

NT

  

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DurNominatorMon 08-Oct-07 08:51 AM
Member since 08th Nov 2004
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#1956, "There are no safe rooms in CF"
In response to Reply #0


          

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.

  

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DervishMon 08-Oct-07 10:17 AM
Member since 11th Oct 2003
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#1957, "I had not sait that houses should be 'safe' :P"
In response to Reply #1
Edited on Mon 08-Oct-07 10:24 AM

          

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

  

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