trading items

New ideas, features you wish were in the game.
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data

trading items

Post by data » Sat 03.05.2003, 15:43

In other games the usage of items is restricted by the level of the wielder. In Mangband this could be the maximum dungeon depth of the character. If items could remember the depth they were found on and only could be wield by players that already reached this depth, this would not only add more flavor to items but also make it impossible to cheat by giving high quality items to lowlevels. (imagine what a rod of speed found on 650 ft would be worth!)

Enchanted items could have a dungeon depth of about max dungeon depth of the enchanting char/2.

The maximum dungeon depth of a char (till 4950 ft? add some even nastier uniques for 5000+ft??) could be determined like this:
max dungeon depth = the maximum depth the char has killed a Unique Monster, which has a monster level of at least that depth. This would make it important to kill even nasty uniques in order to be able to wield good items.

Domino
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Re: trading items

Post by Domino » Sat 03.05.2003, 17:33

All I can say is EEEWWWWWWWWW...

ToME.net tried something similar (that continues to be thier standard and one of the reasons I personaly refuse to play there) and I have to say that every player that I've spoken to while playing there DETESTED it.  Thiers wasn't depth based, it was level based.  IE the first character to pick up an object off the floor 'marked' it to his/her level and shop items were set to thier spawn level but the person who bought them could use them regardless, unless they were sold to the shop by a high level player in which case it KEPT its level.  It realy screws up item trading for everyone.  Not to mention destroying the ability to pk for gear.  

Plus the fact of the matter remains that if someone wants to cheat.  They'll find a way.  So.. items get set by level?  What's to prevent a level 50 character from escorting his/her friends to the bottom?  

On rohnan.mangband.org there is already an audit system in place that takes care of cheaters who give away high powered gear.  I think it will do nicely.
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Berendol
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Re: trading items

Post by Berendol » Sat 03.05.2003, 18:39

I agree with Domino
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Maegdae
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Re: trading items

Post by Maegdae » Sun 04.05.2003, 15:37

I concur with Domino/Berendol.  If we to implement a system that big in addition to Crimson's audit to restrict cheeze... then no anti cheeze system would solve the problem except some careful watch by the admins to (at least) temp ban the overtly cheezing characters.
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Paragon

Re: trading items

Post by Paragon » Tue 06.05.2003, 04:12

I thought that it was Data that found a rod of speed
at 650ft. Low level characters should be able to use
the phenominal item that they find (since it was a
very rare find).

If you happen to be really lucky then that is part of
the game.

Of course, you might also quaff the potion of *Death*
which was very rare. Should have sold it to the shop!

If one person gets to kill Morgoth too easily, what is
the problem? Hopefully they will not be as lucky the
second time.

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