Armageddon General Discussion Board

General => Code Discussion => Topic started by: Fragmented on March 31, 2006, 03:46:20 AM

Title: Value
Post by: Fragmented on March 31, 2006, 03:46:20 AM
Am I the only person that thinks the value skill is a little silly? I mean.. getting feedback that that cheap ring weighs 57 stones is well.. silly.

I propose Value be overhauled, and that weight be more acurately represented, maybe with an error rate of 5 stones max for heavier items, but a much smaller range then it is now. The coin issue is more realistic, as I find the coin value range being a guess, which slowly progresses into a confident estimate through experience.
Title: Value
Post by: Cegar on March 31, 2006, 03:50:22 AM
Perhaps your character is just very unskilled at value...
Title: Value
Post by: Fragmented on March 31, 2006, 04:24:36 AM
I realize I'm very unskilled. I'm talking about the range of error though. It just seems unrealistic.
Title: Value
Post by: bloodfromstone on March 31, 2006, 06:04:24 AM
I would like to see everyone having a very basic value skill, as well. Identifying a feather at 99 stones and 5000 coins is pretty silly. It'd be nice to have a ballpark.
Title: Value
Post by: mansa on March 31, 2006, 09:23:01 AM
Value has already been updated to give a more realistic range of numbers.

Before it just used to be way out of wack.  Now it's more reasonable.

And when you get good at the skill, more information does become available.
Title: Value
Post by: RogueWarrior on March 31, 2006, 10:09:59 AM
Well obviously as you get better, more information becomes available, but I have to agree... when it tells me a pair of silk slippers weigh as much as the half-giant guard next to me... theres something wrong. Even the lousiest characters really shouldn't be making that much of an error.
Title: Value
Post by: HunterKiller on April 01, 2006, 09:11:56 AM
I treat value as the number I instantly think of, before I've had a chance to think about it.  It's not the number my character believes is true, by any means.  don't let the code dictate your character.

- HK
Title: Value
Post by: Synthesis on April 01, 2006, 03:20:24 PM
Besides which, all you have to do is use the command repeatedly to get a ballpark figure.  In fact, you can have a bit of fun with statistical analysis by keeping track of your results.
Title: Value
Post by: Folker on April 01, 2006, 04:46:43 PM
To be honest, it is silly, and well ... I enjoy it. I kind of like how off it is due to its humorious value. But there's always a possibility of weighing it by an npc, or better yet some pc merchant

Another idea is an object that would give a 'significant' boost to value skill, or perhaps can be 'used' to figure out the weight without telling you the price itself. I'm talking about scales of some sort.