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<H1>Re: [MUD-Dev]  Re: Introductions and descriptions</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Re: Introductions and descriptions</LI>
<LI><em>From</em>: Vadim Tkachenko &lt;<A HREF="mailto:vadimt#4cs,com">vadimt#4cs,com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 02 Dec 1997 14:41:24 -0600</LI>
<LI><em>Sender</em>: <A HREF="mailto:vt#vadimt,4cs.com">vt#vadimt,4cs.com</A></LI>
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<PRE>
Derrick Jones wrote:
&gt; 

[skipped]

&gt; But the random seed is also dependant on the character.  So one particular
&gt; mushroom may require an 87 for Bubba, while Boffo only needs a 35...On the
&gt; other hand, the seeding may work out to be on another mushroom, Boffo
&gt; needs the 87 and Bubba the 35.  So Bubba may learn mushroom B easily, but
&gt; not mushroom A, and Boffo can pick up on A, but not B.
&gt; Two solutions readily come to mind.  First you could granulate skills, so
&gt; that going from 13 to 87 in 'survival.shrooms.mushroom_A' can be done
&gt; quite easily, but only raising the more general skills slightly.
&gt; Secondly, remove much of the affect of the individual character on the
&gt; outcome:  Perhaps taking two seeded randoms (one with character one
&gt; without) and coming up with a weighted average to find out what skill
&gt; level is required.  You would of course still have the differences due
&gt; to character stats(perception, intelligence, etc). That way the difficulty
&gt; in identifying a particular mushroom won't be 'as random' from plater to
&gt; player.

I may miss a point (just started to read this list and don't know is
there an archive), but I believe I see what's going, so -

- First, a question - I see a mention about
skill.subskill.specialized_skill notation which resembles me an idea
which fell on me a couple of years ago, did I just invent the bicycle
again or was it somebody was really reading my stuff? The name is
Gradient MUD project, the most current information is at
<A  HREF="http://206.139.13.23/~vt/gradient">http://206.139.13.23/~vt/gradient</A>, and the section about granulated
skills (properties in my terms) is Concept/Basics

- Then, if even I really did invent the bicycle, I'd like to hear your
opinion about those ideas - I'm just tired to put them in a message for
100th time - please, look at the project pages.

[inserted from above]

&gt; &gt; I'll see if I can find the old posts.  I really like discussion of
&gt; &gt; pseudo-random skill checks.  But how could a character "learn" something,
&gt; &gt; like how to identify a very specific species of mushroom?

'you learn as you do'. Every time you try to do something, your
experience in doing that increases, as does your skill. And, it may
increase even if you fail, not to the same extent, though.

&gt; If it requires an 87 on a scale of 100, this should mean it is a very
&gt; difficult mushroom to identify.  Thus only a highly trained survivalist
&gt; would be able to tell that particular mushroom apart from the three other
&gt; species of nearly identical-looking, but completely harmless, 'shrooms.

Why limit? Let's say that it just has the value 87, and you may
calculate some factors to find out if you can
identify/recognize/notice/whatever that exact object. If you're talking
about ranges (x out of y), you set yourself for limitations.

-- 
Still alive and smile stays on,
Vadim Tkachenko &lt;VadimT#4CS,Com&gt;
--
UNIX _is_ user friendly, he's just very picky about who his friends are</PRE>
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</PRE>

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<LI><STRONG><A NAME="00469" HREF="msg00469.html">Re: [MUD-Dev]  Re: Introductions and descriptions</A></STRONG>
<UL><LI><EM>From:</EM> Derrick Jones &lt;gunther#online1,magnus1.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Re: Introductions and descriptions</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00669" HREF="msg00669.html">Re: [MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 11 Dec 1997, 05:00 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00447" HREF="msg00447.html">Re: [MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Sat 29 Nov 1997, 22:43 GMT
<UL>
<LI><strong><A NAME="00453" HREF="msg00453.html">Re: [MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Sun 30 Nov 1997, 11:28 GMT
<UL>
<LI><strong><A NAME="00469" HREF="msg00469.html">Re: [MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Derrick Jones <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Tue 02 Dec 1997, 19:35 GMT
<UL>
<LI><strong><A NAME="00470" HREF="msg00470.html">Re: [MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Vadim Tkachenko <a href="mailto:vadimt#4cs,com">vadimt#4cs,com</a>, Tue 02 Dec 1997, 20:37 GMT
</LI>
<LI><strong><A NAME="00471" HREF="msg00471.html">Re: [MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Tue 02 Dec 1997, 22:13 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00679" HREF="msg00679.html">Re: [MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 11 Dec 1997, 05:09 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00464" HREF="msg00464.html">[MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Mon 01 Dec 1997, 16:07 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00314" HREF="msg00314.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Wed 19 Nov 1997, 10:14 GMT
</LI>
</UL></BLOCKQUOTE>

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