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BatMUD Forums > Ideas-wanted > Re: Nomad travelling suggestion

 
 
#1
13 Dec 2006 22:12
 
 
So, as we are all aware, nomads without either gold in the bank or friends
that have ships or wanderers are pretty much boned with this new map system.
The rangers guild does provide some nice bonuses to enable nomads to actually
walk to locations (mem loc, forest location, hiking are the big ones).
However, I don't know if these are truly sufficient anymore.

I know shortest path algorithms aren't exactly computationally cheap, but it
would be really nice if nomads had something akin to "go" that would calculate
a shortest path (taking into account terrain costs) to a specific location
memorized by location memory. Right now you either have to waste commands to
keep sequences of or walks to follow the roads to get from here to there.
That seems kind of silly.

This would prevent the need, really , from needing to conceive of a road
following algorithm, as I have heard suggested in the past. Also, to prevent
this from being a huge ranger/nomad uptune, it could be coded such that skill
% has some effect on how "efficient" the algorithm is. Hence, someone with
20% of this skill might accidentally wade through the jungles due to lack of
experience, but someone with experience could deftly wander through the
wilderness with determination and skill.

I think this would be well within the spirit of the nomad guild and especially
rangers. I would not even suggest a proper level for this skill. However, I
think for the sake of the nomad background, there needs to be SOME available
ability or us to roam the wilderness. Not everyone can afford a ship, can
wait around to rent a boat ride, nor wants to waste the time to BEG one of the
few chracters in the game with wanderers to get them here, there and
everywhere.

Obviously, this skill would only have use in the same continent and would not
enable for quicker travel beween continents. However, I would gladly take
that downtune and be forced to pay ferry fees if it would be easier for us to
at least traverse the outerworld better.

 
Rating:
4
Votes:
20
 
 
Froggy
180d, 18h, 16m, 2s old
Level:
85
 
 
#2
14 Dec 2006 04:09
 
 
As you mentioned, pathfinding is a computationally intimidating problem (I've
messed with it for ships, and as sailors can tell you, it's not perfect ;)).

A few things make it more of a pain on here: you probably want to path find
over a long distance, which naturally extends the number of paths
geometrically. Terrain ep costs vary seasonally now, which isn't really a
biggie since seasons don't change often. Players have hiking, racial
abilities, spells that affect ep costs. In short, pathfinding on batmud is
royal pain of a problem, and I would be very surprised to see something
implemented.

Now, following roads is an interesting idea, and seems within the realm of
reasonability cpu-wise to me. However, as far as I am concerned, there are a
large number of projects that I want to work on before tackling that. Dunno,
maybe some arch will approve the idea, and maybe some wiz will volunteer to
code it. As I just mentioned, I fall into neither category, so can't say what
will happen ;)

I'm aware of the "sometimes it's nicer to walk on plains than on trails"
problem. I have a couple of solutions in mind, and we'll see how that turns
out.

We're getting there, but we're not quite done working yet ;)

Melemkor

 
Rating:
6
Votes:
6
 
 
Melemkor
W i z a r d
32y, 135d, 2h, 28m, 22s old
Level:
130 [Wizard]
 
 
#3
14 Dec 2006 21:19
 
 
Melemkor wrote:
As you mentioned, pathfinding is a computationally intimidating problem
Approach of using precalculated and stored paths between the most common
destinations (areas etc.) might make the solution less time consuming. Most of
the "runs" made by players could most likely be at least partially routed
using a set of existing paths.


 
Rating:
7
Votes:
10
 
 
Oku
345d, 8h, 30m, 42s old
Level:
83
 
 
#4
14 Dec 2006 06:49
 
 
Try being a minotaur Lord of Chaos with a few levels in evil priests. This new
system is killing me to the point where I\'m on the verge of taking another
6-month hiatus.

Seriously, I run out of EP almost twice (!) going from the shipwreck on Laenor
to the ferry dock or Aurelium (or whatever the new Batcity is called).

Waiting for EP to regen == boring. It was manageable in the old Batrealm. If I
ran out of EP twice, that meant I was going to an area that few people ever
touched and that was almost guaranteed to be in awesome tune.

Meh. Something or the other. This almost reminds me of the old days of
EverQuest, where one had to wait 45 minutes on the dock just to catch a boat,
and then run forever through the middle of nowhere to find a place to kill
monsters.

..........There\'s a reason I swore off MMORPGs after that game. :-P

 
Rating:
16
Votes:
18
 
 
Elexander
29d, 1h, 9m, 55s old
Level:
50