Re: BAZAAR

From: Angus Mezick (angus@EDGIL.CCMAIL.COMPUSERVE.COM)
Date: 03/12/98


WHOOPS!!!!.... the calculation is
if(!number(0,(GET_SKILL^2/10)+1))
      improve_skill()

from there I am gonna add in bonuses for other things...
also, remember the last skill gained, and don't increase it until you learn
something else, only 1 learn per tic.  5% per level.
--Angus


______________________________ Forward Header __________________________________
Subject: Re:  BAZAAR
Author:  INTERNET:CIRCLE@POST.QUEENSU.CA at CSERVE
Date:    3/11/98 12:15 PM

>obcircle: The archipelego code base has a great formula for dedciding wether
>or
>not to improve a skill through use.
>
>GET_SKILL^2
>-----------    +   1
>    10

Um, this doesn't really make sense.
Unless the use it in a non-convential manner.
I mean, if your current skill chance is 5%, your chance of improving
is (5*5/10) + 1 = 3.5
If you have a 90% rating, your chance of improvement is
(90*90/10) + 1 = 811

Now, if you ask me, the worse you are a skill, the more likely you
are to improve in it (the more room for improvement there is), so
it should be the reverse.
Now, if you were to subtract the above from 1000, then compare it
to d1000, it would make more sense, but then those with poor skills
are improving waaaaaaaaaaaay too fast, practically every time they
use it for quite a while.  Just because there is more room for
improvement doesn't mean they always learn something every single
time they try...
On Arctic, if your skill rating is 'very poor', you might gain from
use once every 15-20 tries, and the rating doesn't go up to 'poor'
for many, many uses.
Plus, you'd probably want to add in the influence of a classes given
"prime ability", so warriors have a strength based bonus to learning
warrior skills, mages have an intelligence based bonus,
clerics => wisdom, thieves => dexterity.

I don't have the code, but the above equation just doesn't make much
sense.
How is the generated number used?

I would propose something more like 100 - GET_SKILL(ch)  and then, on
top of that, require they make the successful check more than once in
order to actually gain that percentage point, perhaps at the rate of
(int)(GET_SKILL(ch) / 10) (but with a minimum of one time).
So, if you have a 5% rate, you have a 75% chance of learning, and
you have to make the successful check once, but if you are at 90%,
you have a 10% chance of learning, and you have to successfully learn
9 times to gain a point.

The initial equation (100 - GET_SKILL(ch)) obviously needs tweaking,
including the affect of the ability score modifier, but it leads to
much more reasonable results.

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