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	<id>https://oldwiki.devbox.themanaworld.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dr+Wahl</id>
	<title>The Mana World - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://oldwiki.devbox.themanaworld.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dr+Wahl"/>
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	<updated>2026-05-06T06:20:59Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Dr_Wahl&amp;diff=13611</id>
		<title>User:Dr Wahl</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Dr_Wahl&amp;diff=13611"/>
		<updated>2009-10-23T14:55:42Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Seattle, Washington&lt;br /&gt;
&lt;br /&gt;
My interests:&lt;br /&gt;
Networking&lt;br /&gt;
Linux&lt;br /&gt;
Video Games&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=11502</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=11502"/>
		<updated>2009-01-19T05:31:50Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
A trade system allows players to trade items, money, spells, or anything the game allows to be traded.  In order to make a trade, there are a few steps that &#039;&#039;usually&#039;&#039; take place.  The first step is advertising that the seller has something to trade.  The second step is bartering.  The final step is to actually exchange the item(s).&lt;br /&gt;
&lt;br /&gt;
==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  An item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can then click the trade button to complete the trade.  This will exchange item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be a need for a more effective trade system that allows players to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  This effectively turns the players character into a mobile store.  There are pros and cons to each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Current:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Player to Player&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auction:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Database of items&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stall:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Individual stores&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
|&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can affect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction database that anyone can access.  Because the auction allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Dynamic economy system]]&lt;br /&gt;
* Froum thread: [http://forums.themanaworld.org/viewtopic.php?p=28336]&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Dabe/Prehistory&amp;diff=8556</id>
		<title>User:Dabe/Prehistory</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Dabe/Prehistory&amp;diff=8556"/>
		<updated>2008-01-28T05:15:12Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_worldconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions|&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Long ago, the world was kept in a reasonably calm and balanced state by four magic crystals.  One day however, all of that changed when the Crystals suddenly shattered, spreading shards across the world.  Gradually since then, monsters have been reported everywhere that crystal shards have been found, attacking anyone they encounter.  Placed in clear opposition to the growing threat of monsters, Mankind blindly seeks the crystal shards, unaware of the power they hold.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A vague introductory explanation like that, is great for a game opener.  However, it should make sense that some aspects of such an introduction, might be exaggerated or even false.  The prehistoric timeline should serve as a resource for how the universe &#039;&#039;&#039;ACTUALLY&#039;&#039;&#039; came to be.  False beliefs about this sort of things should be a primary aspect of life on this world.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prehistory==&lt;br /&gt;
The exact amount of time spanned in the prehistoric era is unknown.  For this reason, events therein will not be marked with dates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===the Universe takes form===&lt;br /&gt;
&lt;br /&gt;
In the beginning, existed an empty plane of dark space.  Nothing ever happened here and it seemed like it would stay that way forever.  Then in the center of the darkness, the universe suddenly began to emerge from one immeasurable point of pure and boundless energy, willing it&#039;s self into existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====the Elements come in to existence====&lt;br /&gt;
&lt;br /&gt;
Continuing along a series of paradoxical events, what had begun as one point of energy, then split forever, into four *Five* new energies, which immediately rushed outward to fill the universe.  These energies, called elements, make up and give definition to reality and if manacled together, can take the form of distinct sub-elemental products.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;the elements:&#039;&#039;&#039; &#039;&#039;WATER, AIR, FIRE, EARTH, *LIFE/AETHER*&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;common products:&#039;&#039;&#039; &#039;&#039;ICE, LIGHTNING, METAL, WOOD&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====the Spirits &amp;amp; the Gods are created====&lt;br /&gt;
&lt;br /&gt;
The elements flew wildly about for some time, perpetually crashing apart and mixing together.  During this period, every possible elemental product was eventually created and subsequently destroyed to such an infinite point, that the original four elements seemed to reform at the end of the cycle.  Instead of repeating the chaotic transmutation that once again seemed inevitable, the elements began to coalesce uniformly into four *five*, separate masses.  After a moment of stillness, an implosion of elemental energies revealed four *five* condensed masses of pure elemental energy, each located at a fixed point, in what now seemed like very empty space.  &lt;br /&gt;
&lt;br /&gt;
What would eventually be called &amp;quot;Spirits&amp;quot; suddenly and of course, quite miraculously, came in to existence.  Miraculous as they might have been, the Spirits actually possessed no overt intelligence, because they did not exist within the boundaries of the mental plane.  They did however, have a certain unconscious purpose and intent; more of a natural aversion toward imbalance in the universe.  Unfortunately for the universe, all of the elemental energy it would need to have physical substance was now on the outer rim of the mental plane.  With no creative thought, there could be no conceivable future.  &lt;br /&gt;
&lt;br /&gt;
So, in an act of pure instinct, each spirit simultaneously expelled half of its energy toward the heart of the universe.  The four streams of energy managed to remain tethered to each spirit, even after plunging through the dark void of space and puncturing the mental plane.  As they blasted through the astral fog, in to conscious existence, each elemental projection became immediately self-aware and began to question their own purpose.  With no one to instruct them, the new entities were left to devise their own understanding of the universe, beginning with the first linguistic associations; they called their creators &amp;quot;Spirits&amp;quot; and referred to themselves as &amp;quot;Gods&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===the Dawn of Mortal Life===&lt;br /&gt;
&lt;br /&gt;
The Gods had little else to do but spend their time creating lower-lifeforms and of course, places for them to live.  Despite the fact that the universe was now brimming with life, the Gods were experiencing an uncomfortable feeling, that their seemingly endless wells of energy, might be running-dry; the Spirits were in fact, almost out of power.&lt;br /&gt;
&lt;br /&gt;
Because the Gods were in a way, the corporeal avatars of the Spirits, they shared a subconscious respect for universal balance.  The Gods knew without fully understanding why, that in order for the universe to remain intact, the Spirits must always retain at least some of their energy supply.  The only way the Gods could hope to reclaim some of this supply, was to begin sacrificing their creations, many of which were already becoming boring to them.  &lt;br /&gt;
&lt;br /&gt;
It is during this almost unimaginable massacre, that the Gods lost all fundamental respect for lower-life.  However, even after the arduous task of deactivating so many lifeforces, there was still work for the Gods to do; husks of spent, mortal life now littered the cosmos.  The Gods would either have to wait for the elemental refuse to decompose naturally, a process that could take millions of years just to begin, or devise an alternative strategy for recycling dead matter.&lt;br /&gt;
&lt;br /&gt;
After a long argument, the Gods agreed on a small roster of creatures to reanimate and did so.  The mounds of dead matter were then tossed rather carelessly toward the Spirits, where they were absorbed and immediately broken down to raw elemental energy, then redistributed evenly back toward the Gods.  Well supplied for the moment, with fresh energy and a clean working environment, the Gods returned to their experiments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====the World is created====&lt;br /&gt;
&lt;br /&gt;
After another long stretch of time, the Spirits were once again running low on energy.  During their last crisis however, the Gods had devised a preemptive solution for this impending situation.  There were still many physical realms leftover from the recently eradicated creatures.  The plan was to break all of these down and finally construct a single set of realms; a world.&lt;br /&gt;
&lt;br /&gt;
The Gods once again combed their mortal ranks for the most stagnant and boring creatures, ending each of their lives without much thought and even less remorse.  With a newly consolidated roster, all of mortal life could now be placed comfortably on a single world.  Once again of course, there was the annoyance of gathering the recently deceased; a task which the Gods had grown to feel quite beyond performing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====the Sun &amp;amp; the Moon are created====&lt;br /&gt;
&lt;br /&gt;
Not looking forward to cleaning up the universe, the Gods became motivated to design a routine system to collect dead matter, faster and much more automatically than before.  Since their normal creations seemed somehow ill-equipped to handle such an important task, the Gods developed two unique objects capable of filling their needs.  One called &amp;quot;the Sun&amp;quot; was created by the spirits of Air and Fire, while a polar opposite called &amp;quot;the Moon&amp;quot; was created by the spirits of Water and Earth.  When they were completed, both objects were placed in orbit around the world, where they would chase each other forever.  &lt;br /&gt;
&lt;br /&gt;
The Sun burned with such ferocity and brightness, that the black of the sky directly around it became illuminated to a light-blue.  With this intense light came heat, which warmed the surface of the world as it passed.  A number of environmental changes were gradually taking place because of this, but the Gods did not take notice.  What was important to the them, was that this new heat served to bake any dead matter laying about, greatly accelerating the usually long process of decay.&lt;br /&gt;
&lt;br /&gt;
The Moon on the other hand, was made to absorb stray energy.  Emitting a much softer glow than the Sun, the Moon hangs about a dark sky, collecting the smallest elemental particles as it passes.  The Moon then releases each particular element out toward its relative spirit, where it is again recycled, so each god can continue to play without the responsibility of cleaning up after themselves.&lt;br /&gt;
&lt;br /&gt;
====Mankind is created====&lt;br /&gt;
&lt;br /&gt;
The Gods were very pleased with themselves.  They celebrated all throughout the first Day, enjoying the bright sky that it now offered.  When the Moon arrived however, it ushered darkness back in to the sky and the Gods began to feel tired.  As they drifted off to sleep, each god dreamed of life in the form of their favorite creature.  The God of Water dreamed that it was swimming, like a fish.  The God of Air dreamed that it was soaring, like a bird.  The God of Fire dreamed that it was basking in an intense heat, like a salamander.  The God of Earth dreamed that it was tunneling through the dirt, like a mole.&lt;br /&gt;
&lt;br /&gt;
To their surprise, the Gods were suddenly jarred awake by four new beings, which they had each created in their sleep.  These new beings, which became generally referred to as &amp;quot;Man&amp;quot; shared the mental potential of the Gods, but absorbed energy naturally through the environment, like the mortals.  Like the Gods after their own birth, Man began to question its existence.  In a way the Spirits were never able to, the Gods began to interact with Man.&lt;br /&gt;
&lt;br /&gt;
The Gods gradually taught Man to manipulate the elements around them, mostly out of curiosity, to see how far their potential could reach.  In time the world once again became dark, and the Gods once again began to feel tired.  Aware of this fatigue, Man approached the Gods with a collective request, that went something like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talpan&#039;&#039;&#039;: &#039;&#039;Privacy is wonderful, but I am somehow starting to feel lonely.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sparron&#039;&#039;&#039;: &#039;&#039;Yes, it would be nice to have someone new to spend time with.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GODS&#039;&#039;&#039;: &#039;&#039;We would like to do this for you, but there is not enough energy to make many more, like you all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ifriton&#039;&#039;&#039;: &#039;&#039;Then use our own energy to create them!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tritan&#039;&#039;&#039;: &#039;&#039;Agreed; life is not worth living without proper company.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GODS&#039;&#039;&#039;: &#039;&#039;It shall be done.  Farewell.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With that, not only Man but every mortal creature was divided into two genders, one called &#039;male&#039; and the other &#039;female.&#039;  Through a process of reproduction, their traits would be randomized and bestowed upon a new life form, created in their combined image.  In this way, each mortal was able to create life, without assistance from the Gods.  Evolution would then take place over time, considering a species was able to survive from generation to generation.&lt;br /&gt;
&lt;br /&gt;
===the Age of Ancient Mankind===&lt;br /&gt;
&lt;br /&gt;
Under the inexperienced care of Mankind, the world eventually began to fall in to disrepair.  With the Gods asleep, there was no one to consciously keep the elements segregated.  Fire seeped too close to Earth, slow-cooking much of it to rock.  Air and Water combined, forming fog and clouds.  Essentially, the realms began to blend together.  Instead of four segregated realms of pure elemental alignment, there was now one large realm of constantly changing structure, where all of the elements and resulting products were allowed to flow together.&lt;br /&gt;
&lt;br /&gt;
====the Gods Awaken====&lt;br /&gt;
&lt;br /&gt;
After many generations, the combined power of all mortal life finally rivaled that of the Gods, whom Mankind had nearly forgotten.  One day however, the Gods finally woke from their long sleep, only to find their realms in complete disorder.  Creatures which the Gods could not begin to classify roamed the world unchecked and uncontrolled, preying on one another to avoid starvation.  Rather than rectify this problem, Mankind catered to its own whims.  New ways of thinking had been adopted during the Gods&#039; slumber; greed, jealousy, deceit..  These unattractive features made the Gods angry toward Mankind, which made them feel a mixture of attachment and betrayal towards their own particular version of Man. (i.e.: The God of Water still loved the Tritan and so forth with the other 3 Gods and Races)&lt;br /&gt;
&lt;br /&gt;
====the Great Conflict====&lt;br /&gt;
&lt;br /&gt;
The Gods attempted to make themselves known to the new and unfamiliar generation of mortals, but Mankind no longer believed in them.  This generally disgusted the Gods, who now viewed Mankind as arrogant and illogical.  Hopeful that they would be able to salvage something from the mess that had taken shape, the Gods attempted to subtly influence Mankind to &amp;quot;clean up its act&amp;quot;.  The Gods began by creating a language-barrier between each distinct culture.  After that initial disruption, the Gods proceeded to feed Mankind false information, to distort their understanding of the universe.&lt;br /&gt;
&lt;br /&gt;
====the Gods are Banished====&lt;br /&gt;
&lt;br /&gt;
The Gods eventually created such a twisted array of misconceptions and falsehoods, that Mankind&#039;s civilization was nearly engulfed by war.  The wars continued through the generations, until Mankind was almost annihilated.  Finally, through the fog of war, four heroes emerged.  Since each hero had somehow learned the truth behind the lies, the group was able to combine their knowledge in to a strategy, against the Gods.  With the focused efforts of all of the remnants of Mankind behind them, the heroes were able to force the Gods in to their own energy supply.  &lt;br /&gt;
&lt;br /&gt;
The Gods put up such a defiant struggle, that their link to the Spirits became unstable.  The Spirits then became unstable themselves and gradually began to drift toward the heart of the universe; toward the struggle.  They drifted further and further toward the mental plane until much like the God before them, the Spirits burst through and for the first time, achieved conscious thought.  Directly after attaining consciousness, each spirit smashed in to their relative god, changing suddenly in to a crystalline form upon impact.  Each god was encased in a crystal, which came to rest at fixed locations, relative to their previous quadrants in space.&lt;br /&gt;
&lt;br /&gt;
All of this expulsion of energy nearly destroyed the world, at very least, severely scarring its surface.  The one supercontinent that had formed slowly over the years was split.  Also, the Spirits were once like offshore energy wells, but were now physically part of the world; all of the energy in the universe was now within mortal grasp and without the Gods to directly feed off of it, the energy would be free to absorb... but the Crystals were still retaining all of that spiritual energy and for the moment, no one even knew that they existed.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Military_and_police&amp;diff=8541</id>
		<title>Archive:Military and police</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Military_and_police&amp;diff=8541"/>
		<updated>2008-01-22T07:21:00Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
{{Pro|Dr Wahl}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Military forces are a constant on real-world nations. This page discuss how to implement that in our fictional in-game world.&lt;br /&gt;
&lt;br /&gt;
== Suggestions ==&lt;br /&gt;
* Every major city should have different army/guards depending of type of land, culture, and some other features.&lt;br /&gt;
* Every army have different uniforms.&lt;br /&gt;
* Every unit type have uniform depending of purpose.&lt;br /&gt;
* I&#039;m still thinking about &amp;quot;international&amp;quot; units, something like NATO. but that is irrational IMO.&lt;br /&gt;
&lt;br /&gt;
--[[User:Irukard|Irukard]]&lt;br /&gt;
&lt;br /&gt;
* I think of at least two corps: police and military, the first would operate at cities while the other would operate nation-wide.&lt;br /&gt;
** Police would allow you to have a paid office with a delimited work horary and holidays. On your work hours you must be an efficient policeman and every unlawful action commited while working could (and must) be punishable. The rest of the time is theirs and the player can do whatever he or she wants: be in a guild, roam, have a second employment..., or even be a delinquent.&lt;br /&gt;
** The military is vastly different. The player joins it under the constraint of being always available in case of war. While in its free time a small wage is given. While on duty the soldier has to attend to orders which could lead him to death. Ignoring such orders could face him a war cabinet resulting in severe punishment. The money earned is very small but the advantage is that the player can loot the enemies territories and bodies. Military can call you upon any other country.&lt;br /&gt;
&lt;br /&gt;
--[[User:Pajarico|Pajarico]] 10:09, 23 July 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
There should be four corps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;National police&#039;&#039;&#039; : They work in the whole kingdom, they win a lot of money and do all the investigations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Local police:&#039;&#039;&#039; They work in one only town, they are closer to people, but win less money than national police and have less equipment however they are the first ones in putting somebody in jail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Army:&#039;&#039;&#039; They fight at war. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military police&#039;&#039;&#039;: They operate nation-wide and win a lot of money they can arrest someone without explanations, they arrest spies at war and do investigations they also arrest the deserters, you have to be a soldier with a lot of experience to became military police.&lt;br /&gt;
&lt;br /&gt;
--[[User:HABARI|HABARI]] 18:37, 29 October 2006&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sample work ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Soldiers.png|{{Image:Soldiers.png}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system_GUI_notes&amp;diff=8540</id>
		<title>Archive:Magic system GUI notes</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system_GUI_notes&amp;diff=8540"/>
		<updated>2008-01-22T07:14:56Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
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{{Opinions&lt;br /&gt;
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{{Pro|Dr Wahl}}&lt;br /&gt;
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}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Ringmenucontrols.jpg|thumb|256px|{{Image:Ringmenucontrols.jpg}}]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Magic menu.png|frame|right|{{Image:Magic menu.png}}]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Ringmenutwoversions.jpg|thumb|256px|{{Image:Ringmenutwoversions.jpg}}]]&lt;br /&gt;
&lt;br /&gt;
[[Image:RingMenu.jpg|thumb|{{Image:RingMenu.jpg}}]]&lt;br /&gt;
&lt;br /&gt;
Ok, [[User:Kyokai|Kyokai]] here. I&#039;m back with more awful scans of my awful GUI notes, which I know the entire Dev Team is constantly reading up on. Here is my current vision for the magic system, and for all command-based actions. This was adapted from the design given to me by [[User:BjÃ¸rn|BjÃ¸rn]], visible to the right. If the picture doesn&#039;t explain it clearly (which it doesn&#039;t), I will...&lt;br /&gt;
&lt;br /&gt;
The player hits a hotkey (spacebar maybe) and the ring appears on the ground at his feet. Left and Right rotate the ring, while cancel exits this setup and restores normal movement to the player.&lt;br /&gt;
&lt;br /&gt;
The first ring is categories: ie: Magic, Non-Combat(taunt, intimidate, sneak), Interactive (one-on-one chat with target, trade with target, add target to friend list)&lt;br /&gt;
&lt;br /&gt;
Pressing confirm brings up the second ring, which has more definite choices (for magic, these are your elemental groups. They are the actions for non-combat and interactive)&lt;br /&gt;
&lt;br /&gt;
Confirming the second ring will:&lt;br /&gt;
&lt;br /&gt;
#Execute the action (begin sneaking, choose a target to taunt, etc.)&lt;br /&gt;
#Bring up another subring (spells in that element)&lt;br /&gt;
&lt;br /&gt;
For actions that require a target, the player must click on a target within the range of the action after he selects the action. Failing to select a proper target causes a negative sound, signaling the failure.&lt;br /&gt;
&lt;br /&gt;
The player also gets a shortcut bar with 10 slots. Each slot corresponds to ALT+ a number 0-9. These shortcuts do not execute an action, but they bring up the ring menu in the exact state so that the user needs only press -confirm- to execute it.&lt;br /&gt;
&lt;br /&gt;
The ring will be context sensitive, so that not all options appear at all times (when you are standing in front of an interactive object, all the options for that object come up on a submenu under the main option &amp;quot;object usage&amp;quot;), and some objects may change (&amp;quot;sneak&amp;quot; becomes &amp;quot;stop sneaking&amp;quot; when you are already sneaking).&lt;br /&gt;
This Outline Diagram explains the ring menus and submenus&lt;br /&gt;
&lt;br /&gt;
# Magic&lt;br /&gt;
#* A-I. Choose one of the elements&lt;br /&gt;
#** 1-9. Choose one of the spells&lt;br /&gt;
# Non Combat&lt;br /&gt;
#* A. Sneak / stop sneaking&lt;br /&gt;
#* B. Taunt&lt;br /&gt;
#* C. Intimidate&lt;br /&gt;
# Interactive&lt;br /&gt;
#* A. Chat&lt;br /&gt;
#* B. Party (Context: if you are party leader)&lt;br /&gt;
#*# Invite to party&lt;br /&gt;
#*# Kick out of party&lt;br /&gt;
#*# Disband party&lt;br /&gt;
#* C. Create Party (Context: If you don&#039;t have a party)&lt;br /&gt;
#* D. Friend List&lt;br /&gt;
#*# Find Friend (get world location)&lt;br /&gt;
#*# Add to friend list&lt;br /&gt;
#* E. Trade&lt;br /&gt;
#* F. Challenge&lt;br /&gt;
#*# Duel (PVP)&lt;br /&gt;
#*# Minigames (ones that don&#039;t need an arena, anyways. Dice or cards, etc.)&lt;br /&gt;
# Object (context: in range of an object)&lt;br /&gt;
#* A-H. Object&#039;s functions&lt;br /&gt;
&lt;br /&gt;
More will be appended as necessary...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Please feel free to scribble notes here, or in the forum.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_upgradability&amp;diff=8539</id>
		<title>Archive:Equipment upgradability</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_upgradability&amp;diff=8539"/>
		<updated>2008-01-22T07:08:25Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
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{{Contra|Dr Wahl}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 In SoM, when the player defeated a boss, he recieved a special item called a mana orb. Between&lt;br /&gt;
 these orbs and some gil, the player could improve his weapons to the next level, allowing him&lt;br /&gt;
 to hone his skills to the next level.&lt;br /&gt;
&lt;br /&gt;
When the player fights a boss monster (which usually shows up at the end of quest) he automatically recieves a non-tradable mana orb. Using certain skills, mana orbs can combine two items together to create a new, superior item.&lt;br /&gt;
&lt;br /&gt;
When the player activates the mana orb from his inventory, he is asked to select a certain weapon or armor. After that, he will be asked to present combination items, similar to the ones that appeared in Legend of Mana. If a high enough quantity of a single item is produced, the weapon or armor will be refined and new properties will be added to it.&lt;br /&gt;
&lt;br /&gt;
When the item is refined&lt;br /&gt;
&lt;br /&gt;
* It&#039;s base offense (or defense, in the case of armors) increases automatically by a preset value.&lt;br /&gt;
* If items are presented, it gains an addtional attribute, such as silence attack, or resistance to silence.&lt;br /&gt;
* If the item already has more properties than a it can support, the user must choose one ofthem to remove.&lt;br /&gt;
&lt;br /&gt;
In this way, players will bond with their equipment, which will serve them better and better throughout their travels. The cost of improving equipment goes up with each level the equipment gains by the formula&lt;br /&gt;
&lt;br /&gt;
 Price  = 100 * 2^item_level; (100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600, 51200, etc.) (Maybe level 10 should be a cap...)&lt;br /&gt;
&lt;br /&gt;
If anyone wants to contribute to the list of combine items, please do so here:&lt;br /&gt;
&lt;br /&gt;
* Ruby Mana Shard - Adds fire property to attacks or fire resistance to clothes&lt;br /&gt;
* Sapphire Mana Shard - Adds water property to attacks or water resistance to clothes&lt;br /&gt;
* Emerald Mana Shard - Adds earth property to attacks or earth resistance to clothes&lt;br /&gt;
* Amethyst Mana Shard - Adds air property to attacks or air resistance to clothes&lt;br /&gt;
* Quartz Mana Shard - Adds light property to attacks or light resistance to clothes&lt;br /&gt;
* Obsidian Mana Shard - Adds dark property to attacks or dark resistance to clothes&lt;br /&gt;
* Moonstone Mana Shard - Adds space property to attacks or space resistance to clothes&lt;br /&gt;
* Sandstone Mana Shard - Adds time property to attacks or time resistance to clothes&lt;br /&gt;
* Serpent&#039;s fang (20) - Adds poison 10% to attacks&lt;br /&gt;
* Djin Copper(30) - Fire Magio Skill +1&lt;br /&gt;
* Djin Silver(30) - Fire Magic Skill +2&lt;br /&gt;
* Djin Gold(30) - Fire Magic Skill +3&lt;br /&gt;
* Soap(20) - Hunt Amorphs Skill +2&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_guidelines&amp;diff=8538</id>
		<title>Archive:Equipment guidelines</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Equipment_guidelines&amp;diff=8538"/>
		<updated>2008-01-22T07:05:31Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
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&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
{{Pro|Dr Wahl}}&lt;br /&gt;
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&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
This document is all about balancing equipment, so that no item gets too powerful or too scary. I encourage you to read and understand this document before adding equipment to the master equipment list.&lt;br /&gt;
&lt;br /&gt;
1. All Equipment has a level. The equipment&#039;s level, like all item levels, describes it&#039;s rarity and the level of crafting skills required to build it. Adding bonuses to he equipment raises its level, while adding flaws can reduce it&#039;s level.&lt;br /&gt;
&lt;br /&gt;
2. While there is no level cap on crafting skills, the following chart should be taken seriously regarding assigning levels to an item. No one is going to get a craft skill to level 1000, so a level 1000 equipment will never appear in the game, even if you create it. I encourage you not to do this. Level 150 is a practical cap for item creation.&lt;br /&gt;
&lt;br /&gt;
3. Use the format outlined in the master list for outlining your items. Failing to do this just makes it tougher for me to sort out your ideas, and may result in them being misinterpreted.&lt;br /&gt;
&lt;br /&gt;
4. Define a composition for your items. Tell what skills are used to make them and what generic items (materials) are needed. If you want to use a basic material that is not in the generic item table please add it ([[generic items]]).&lt;br /&gt;
&lt;br /&gt;
=== Table A: Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Bonus types:&lt;br /&gt;
&lt;br /&gt;
* ATP, MATP - attack power and magic attack power. Raises the base damage done by attacks.&lt;br /&gt;
* ARM, MARM - armor and magic armor. Raises magic and physical attack damage soak&lt;br /&gt;
* HP, MP - raises the player&#039;s HP and MP totals&lt;br /&gt;
* Skill - buffs the player&#039;s skill by an amount&lt;br /&gt;
* Growth Rate - affects the rate at which a skill grows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Just an idea: HP +10% as a bonus. That way even a high-level Player has a benefit of an armor +xHP.&lt;br /&gt;
Think of a really super vital Player that gets this &amp;quot;powerful&amp;quot; armor that adds 80HP.... Well not really powerful for him. Now a ~new Player with 40 HP would think of it as powerful :)&lt;br /&gt;
&lt;br /&gt;
Maybe not the right playe but I think healing items should recover %(percentage) too.&lt;br /&gt;
That seems to be more reasonable to me. That way there would be a dynamical power behind those items.&lt;br /&gt;
If someone has 1000 HP should he eat 10 times the amount of a 100 HP player?&lt;br /&gt;
I know it&#039;s based on vit now, but it seems more related to HP for me...&lt;br /&gt;
:I don&#039;t think this is a good idea. The nice thing about &amp;quot;outgrowing&amp;quot; your equipment and potions is that you will have to look for better ones. When a minor healing potion of +20 HP isn&#039;t enough, you&#039;ll just have to look for a better potion. When it&#039;d heal 10%, you can keep using such cheapass potions forever. So same with armor bonus, you will grow stronger but the armor shouldn&#039;t scale, instead part of growing stronger means finding better armor. --[[User:BjÃ¸rn|BjÃ¸rn]] 13:28, 30 Jul 2005 (CEST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | level+&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ATP &amp;amp; MATP&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ARM &amp;amp; MARM&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | HP &amp;amp; MP&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | skills&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | growth rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Weak&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Average&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Powerful&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 80&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Unbelievable&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 160&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Legendary&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 250&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Table B: Flaws ===&lt;br /&gt;
&lt;br /&gt;
Flaws balance an armors properties by giving them certain limits. Attributes can be sealed below a certain skill level, or above a certain skill level. An armor can be impossible to use at all without certain skills.&lt;br /&gt;
&lt;br /&gt;
* Level Seal - The item cannot be used unless the skill is at the specified level.&amp;lt;br&amp;gt;-1 item level per level of the skill needed.&lt;br /&gt;
&lt;br /&gt;
* Level Retriction - The property does not appear unless the specified skill is at a high enough level. -1 for every 2 levels needed.&lt;br /&gt;
&lt;br /&gt;
* Level Cap - The property does not appear unless the specified skill is below a certain level. -1 for every 4 levels disallowed (starting with the price of the attribute that is raised)(ie: with a level 20 attribute available only below level 8, you get 3 points off, making a level 17 item).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | debuffs&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | level-&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ATP &amp;amp; MATP&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ARM &amp;amp; MARM&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | HP &amp;amp; MP&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | skills&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | growth rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Restrictive&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Flawed&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.5&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Difficult&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -25&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fatally Flawed&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Cursed&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -400&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Dynamic_economy_system&amp;diff=8537</id>
		<title>Archive:Dynamic economy system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Dynamic_economy_system&amp;diff=8537"/>
		<updated>2008-01-22T06:54:43Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions |&lt;br /&gt;
{{Pro|Dr Wahl}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trading among players ==&lt;br /&gt;
&lt;br /&gt;
In addition to trading with merchant NPCs, the players will be able to trade amongst themselves in different ways. The idea is that this can be more attractive than trading with an NPC. This not only makes the economy more dynamic but is also increases interaction between players, making the game more fun. See also the [http://en.wikipedia.org/wiki/Player-run_economy Wikipedia article on a player-run economy].&lt;br /&gt;
&lt;br /&gt;
=== Direct trade ===&lt;br /&gt;
&lt;br /&gt;
Any player will be able to request a [[direct trade]] with another player. This can be used to directly exchange any items carried in their inventory as well as currency. After the stuff that&#039;s being traded is specified, both players will have to push a confirm button to complete the transaction. Whenever there is a change, any confirmation is canceled. Whenever both players have confirmed, the transaction takes place.&lt;br /&gt;
&lt;br /&gt;
Because one of the players could change something and quickly confirm between the time the other player sent his confirmation and the arrival of this confirmation, we&#039;ll either have to add a &amp;quot;revision&amp;quot; ID to the confirmation or make the confirmation a two-stage process as seems to be done in Ragnarok Online. I think I would prefer using revision IDs.&lt;br /&gt;
&lt;br /&gt;
=== Marketplace ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;[[Image:Marketplace graph.png|250px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost every city will have a [[marketplace]]. Player will be able to buy and sell common items here like ingredients and food, but the availability and buy/sell price will be determined dynamically. Any item you can buy at the market will first have to be sold to the market. The buy and sell prices will depend on how many are available. To keep this under control each item will have a minimum and maximum value.&lt;br /&gt;
&lt;br /&gt;
The marketplace cannot be used for selling most of your equipment, you&#039;d have to go to a more specialized store for that and these prices will be probably be far less economy driven, if at all.&lt;br /&gt;
&lt;br /&gt;
To the right you can see a graph showing the idea behind the prices on the marketplace. The two dashed lines are the minimum and maximum item prices, which are used by regular shops. The green area shows the difference in buy/sell prices at the market, and how these prices change with availability (the amount of items of that type present at the market). The formula might be written down as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;buy\_price = \frac{1}{\frac{availability}{X} + 1} \times (max - min) + min&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;sell\_price = \frac{3}{4} \times buy\_price&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that I didn&#039;t try to plot this graph yet so it&#039;s likely that I&#039;ve made an error somewhere or that this is not the desired graph. Also, the value of X will still need to be determined. X is supposed to be the availability at which the item has lost about half its value (not entirely true because of minimum price).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note also that the difference between buy and sell price is much smaller at the market than at a regular store. This is intentional, yet maybe this difference is still too small, we could use a factor 2 for example.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Putting your items on display (name of service?) ===&lt;br /&gt;
&lt;br /&gt;
Some cities will have a place where you can, for a small fee, put your items on display. This means leaving your item there with a price tag and hoping another player will come along and buy it. You can then return to collect your money, retrieve your item or set another price. The idea is that players will try to sell the more rare items for more money than they&#039;d get from selling it at a store, but cheaper than the price you&#039;d pay for buying it at a store. Some items here may not be available from regular stores at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that it would be annoying for players to have to keep returning to check whether an item sold. To solve this we could provide the players with a [[mailbox]] where they&#039;ll receive notices about such a sell taking place. A mailbox would be available at their local post office, but would also come with their [[Player estate system|real estate]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Auction house ===&lt;br /&gt;
&lt;br /&gt;
The [[auction house]] is where you can drop items that you&#039;d like to be auctioned, setting a starting price and a time for which the auction will run. Players can visit the auction house to see what&#039;s being auctioned and place bids. When the auction period for a certain item is over, and at least one bid has been placed, the highest bidder has the exclusive right to pick up his item (and pay the bid) during the cause of 24 hours. If after this period the bidder still hasn&#039;t returned to check whether he got the item, the seller of the item is free to pick up his item too. If the highest bidder did return, the seller will still need to return to the auction house to pick up his money.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Similarly to the service described above, the auction house could offer to send notices about bids and the status of the deal, allowing the player to keep track of stuff from a central place and not travel needlessly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Player-run store ===&lt;br /&gt;
&lt;br /&gt;
Players with high enough merchant skill and the necessary equipment can start a small &amp;quot;shop&amp;quot; anywhere, except explicitly disallowed places, like most indoor places but also some areas of a city. They will be able to specify things they will buy and things they will sell, and at which prices. The idea is that they can then trade with multiple other players at the same and without the need for further interaction, but the merchant won&#039;t be able to do much while being a shop (for example it is not possible to walk at the same time). Their inventory will be limited like that of any other player.&lt;br /&gt;
&lt;br /&gt;
Players with very high trading skill and enough money could even buy a real store in a town. For this they will also need to hire an NPC that handles the selling/buying process, which will cost them a daily fee. The job of the player would then be to keep the shop&#039;s inventory interesting for the customers and to set the buy/sell prices on the items. If the fortune of the merchant is no longer sufficient to pay the wage of the NPC for a certain amount of time, the shop will automatically go bankrupt and become available for buying again. Customers will be able to leave messages for the merchant, which will be delivered to his mailbox when available.&lt;br /&gt;
&lt;br /&gt;
== Currency of the world ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Dynamic Economy System&#039;&#039;&#039; allows the trade and currency values of the world to be altered by the present state of politics. Each kingdom has a currency, as well as a rank in overall prosperity. The rank in prosperity determines the price of items inside that city, as well as the trade value of that nation&#039;s currency.&lt;br /&gt;
&lt;br /&gt;
 1st - 25% item cost, 400% currency value in other countries&lt;br /&gt;
 2nd - 50% item cost, 200% currency value in other countries&lt;br /&gt;
 3rd - 100% item cost, 100% currency value in other countries&lt;br /&gt;
 4th - 150% item cost, 75% currency value in other countries&lt;br /&gt;
 5th - 200% item cost, 50% currency value in other countries&lt;br /&gt;
 6th - 300% item cost, 20% currency value in other countries&lt;br /&gt;
&lt;br /&gt;
Also, item types are divided into certain categories. The more items of one category a merchant in the city buys, the lower items of that type will cost (within certain limits) Likewise, the more of a kind are bought, the more items of the type cost.&lt;br /&gt;
&lt;br /&gt;
Note: only generic items are affected by this system. Rare items are made by players and can be gotten from the auction system.&lt;br /&gt;
&lt;br /&gt;
See [[Currencies]]&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Dynamic_Quests&amp;diff=8536</id>
		<title>Archive:Dynamic Quests</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Dynamic_Quests&amp;diff=8536"/>
		<updated>2008-01-22T06:42:52Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
{{Pro|jaxad0127}}&lt;br /&gt;
{{Pro|Dr Wahl}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dynamic quests are quests that are randomly generated. Any number of players can accept a random quest but only one player can solve it and claim the reward. So dynamic quests are a competitive race against other players.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
Quest givers for dynamic quests will spawn randomly at specific locations (bars, city plazas, shops...). They should hand out the quest with a quest description to anyone who speaks to them until someone solved the quest. From that on they don&#039;t give the quest anymore but they stay there to give the one who solved the quest his reward. When they gave the reward to the one who solved the quest they disappear.&lt;br /&gt;
&lt;br /&gt;
Quests can also time out after a few hours when no one solves them.&lt;br /&gt;
&lt;br /&gt;
==Kill the monster==&lt;br /&gt;
&#039;&#039;&amp;quot;Help! A huge spider roams the forest to the north. I am afraid it will kill me when i go there to collect herbs. Isn&#039;t there a hero who can defeat the beast?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special monster is created on a near map. The monster is more powerful than a normal monster. When it dies the player who dealt the most damage to it counts as the quest winner. The quest failed for all other people who have taken the quest. &amp;quot;Kill the monster&amp;quot; quests can theoretically be won by someone who hasn&#039;t even taken the quest but ran into the monster randomly. In that case the player has to search for the quest giver to claim the quest reward. &lt;br /&gt;
&lt;br /&gt;
The killing of the quest monster itself shouldn&#039;t be rewarded with much exp or items. The real reward should be given by the quest giver. The reason for this is to make killing of quest monsters without knowing where the quest giver is unattractive so that most people prefer not to kill a quest monster when they run into one randomly and leave it to the people who have taken the quest.&lt;br /&gt;
&lt;br /&gt;
Variant: There might be not one but a group of monsters that have to be killed. In that case the quest is solved by the one who kills the most of them.&lt;br /&gt;
&lt;br /&gt;
==Invasion==&lt;br /&gt;
&#039;&#039;&amp;quot;Your country needs you! The trolls have mobilized an army and are camping one mile to the north. We have to eleminate them before they attack the city. Everyone who helps to deal with this thread will be rewarded.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A large number of agressive monsters is spawned on a nearby map where they usually don&#039;t spawn. The players have to go and eleminate all of them. After all monsters have been eleminated everyone who killed at least one of the monsters receives a small reward. The top 5 (10? 20?) players who kill the most monsters receive a special reward for valor in battle.&lt;br /&gt;
&lt;br /&gt;
Possible plots are:&lt;br /&gt;
*An invasion of an army of intelligent creatures&lt;br /&gt;
*Undeads that raised for unknown reasons&lt;br /&gt;
*Magical beings summoned by an insane wizard or a magical phenomenon&lt;br /&gt;
&lt;br /&gt;
==Find item==&lt;br /&gt;
&#039;&#039;&amp;quot;I have lost my precious ring in the forest to the southwest when running away from the evil mushrooms living there. Can you please look for it? It is a family heirloom and it is very important to me.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the quest giver spawns a random item appears on a nearby map. The item is only visible and can only be picked up by players that have accepted the quest from the quest giver (other people who don&#039;t look for the item won&#039;t notice it). When a player picked the item up the quest is failed for all other people because they can&#039;t finish it anymore (Alternative to make it more competive: The one who picked up the item can be attacked and killed by the other questers and when he is killed the item can be looted from him).&lt;br /&gt;
&lt;br /&gt;
The player who has completed the quest might either give the quest item to the quest giver or sell the item to an npc. The npc might pay more for the item than the quest reward is worth. But when the player sells the item, he might become the target of a headhunt quest.&lt;br /&gt;
&lt;br /&gt;
Variant 1: The item might be carried by a monster that looted/swallowed it. So the quest does effectively result in a kill the monster quest.&lt;br /&gt;
&lt;br /&gt;
Variant 2: Instead of the item the player might find a clue pointing to an npc who has taken the item. The consequence is an additional errant quest that has to be solved.&lt;br /&gt;
&lt;br /&gt;
==Errand==&lt;br /&gt;
&#039;&#039;&amp;quot;Weapon Merchant: Damn, my last delivery of swords is late again. Could you maybe go to Tulimshar and ask the blacksmith why he hasn&#039;t delivered them yet?&amp;quot; ... Blacksmith: &amp;quot;Sorry, the swords have been stolen by a bandit. He is hiding somewhere in the desert to the southwest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The quest giver will ask the players to bring him an item or an information from another npc. Sometimes the other npc will give the information or item for free, sometimes the npc asks the player to solve another quest for him. The quest is solved as soon as the player got the quest item, solved one of the subquests so that other players can&#039;t complete the main quest or told the quest giver the desired information.&lt;br /&gt;
&lt;br /&gt;
==Selling Opportunity==&lt;br /&gt;
&#039;&#039;&amp;quot;I heard the winter will be very cold this year. But i am too busy to collect firewood myself. Can you help me out? I will pay yo 10 Gold for each log. I still need 137 logs to get through the winter.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The quest giver will offer a unusual high price for a certain common item, but he will make clear that he will only buy up to a specific amount (sometimes only one). The players now have to collect the item and sell it to the npc before someone else does and the npc doesn&#039;t buy anymore.&lt;br /&gt;
&lt;br /&gt;
Variant: Reverse dutch auction. When the quest giver requests only one item, he/she might start with a very low price and increase it over the time until someone sells the desired item to him/her.&lt;br /&gt;
&lt;br /&gt;
Suggestion: Perhaps some NPCs that every once a week or something like that ask for a random amount (with a top, of course) of a random item, for a random (though limited) price? A bit hard to get the right balance, but it seems a good idea.&lt;br /&gt;
&lt;br /&gt;
==PvP Quest: Sabotage==&lt;br /&gt;
&#039;&#039;&amp;quot;There is a golden dragon who is laying eggs on the mountain to the west. Everyone knows that golden dragons are an endangered species and don&#039;t attack anyone when they aren&#039;t attacked. But the king is afraid and wants to send adventurers to kill it. Please! Someone must stop them!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes there might be NPCs that want that a quest for another NPC is not completed. In that case they hire people to stop people from completing the quest. People who are doing a sabotage quest are able to attack the people who are doing the normal quest and vice versa. Saboteurs and questers should be marked for other saboteurs and questers so everyone knows who is friend and who is enemy. The saboteurs are successful when the normal quest times out. When this occurs the quest reward is divided between all people who have taken the sabotage quest and attacked at least one quester.&lt;br /&gt;
&lt;br /&gt;
When taking a quest with a corresponding sabotage quest the player should be warned that people might try to kill him. Quests with a sabotage quest should time out faster than other quest because otherwise it would be almost impossible to prevent people from solving it and the sabotage quest should not be given to players when more than half of the timeout time has passed. Otherwise people might take the quest just before it timed out and claim their reward without doing anything.&lt;br /&gt;
&lt;br /&gt;
It should not be possible to take a quest and the quest to sabotage it at the same time.&lt;br /&gt;
&lt;br /&gt;
==PvP Quest: Bounty Hunt==&lt;br /&gt;
&#039;&#039;&amp;quot;-=DarkWizard=- is a traitor and a thief! He promised that he would bring me my precious ring. But now i found out that he just sold it! Go and pay him a lesson and i will reward you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bounty Hunt quests are usually triggered when a player fails a quest in a way the quest giver doesn&#039;t like (like selling the quest item he should have taken to the quest giver). When a headhunter quest is generated the targeted player should receive a message so that he knows that he has to be careful.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;target&amp;quot; is marked for the &amp;quot;bounty hunters&amp;quot; who are doing the quest. The target can attack the bounty hunter to defend itself, but the bounty hunters aren&#039;t marked, so the target doesn&#039;t know who its enemies are.&lt;br /&gt;
&lt;br /&gt;
When the target is killed by a bounty hunter (last hit counts) the quest is solved by the one who did the last hit and the target is save again.&lt;br /&gt;
&lt;br /&gt;
Bounty Hunt quests only time out when the target character is in the game and outside of a pvp protection zone. Otherwise he would be able to log out or hide in a protection zone until the quest timed out to avoid being killed.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
This would integrate well with the [[Bounties]] proposal. When a dynamic quest is generated, it is automatically registered with the local bounty office. Players that go to the bounty office are directed to the generating NPC for details. This way it&#039;s easier to find out what quests are available without having to talk to every NPC in the game. &amp;amp;mdash; [[User:Jaxad0127|&amp;lt;span style=&amp;quot;color: #160196&amp;quot;&amp;gt;Jaxad&amp;lt;/span&amp;gt;]][[User Talk:Jaxad0127|&amp;lt;span style=&amp;quot;color: #5B038F&amp;quot;&amp;gt;0127&amp;lt;/span&amp;gt;]] 20:08, 23 December 2007 (CET)&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Bounties&amp;diff=8535</id>
		<title>Archive:Bounties</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Bounties&amp;diff=8535"/>
		<updated>2008-01-22T06:37:32Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
{{Pro|jaxad0127}}&lt;br /&gt;
{{Pro|Dr Wahl}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Bounty System&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The bounty office serves several purposes to the citizens of TMW, and exists in all major cities and in several smaller outposts. In the bounty office, players can do several things.&lt;br /&gt;
&lt;br /&gt;
* Place bounties&lt;br /&gt;
* Look up bounties&lt;br /&gt;
* Claim bounties&lt;br /&gt;
&lt;br /&gt;
When placing a bounty, the player sets the item he is looking for and the quantity of that item. If the bounty is on a player, the item is &amp;quot;Soul of {Player Name}&amp;quot;. The player must also pay a certain amount of currency along with that bounty. This currency is given to players at the time they appear with the bounty item(s). Bounties expire after a certain length of time, and the money placed upon them is returned to the player via mail.&lt;br /&gt;
&lt;br /&gt;
Bounties are automatically set on the &amp;quot;Soul of...&amp;quot; items of players with criminal status. Small-time criminals are wanted only in their local offices, yet notorious players may be wanted throughout the world. These default bounties persist until the bounty is filled, or over a certain length of time (each month between criminal incidents would reduce the criminal status by a bit).&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Questions&#039;&#039;&#039;==&lt;br /&gt;
Is this for NPC&#039;s only or can we put bounties on players as well?&lt;br /&gt;
Also how long will a bounty be good for, and how does it all fall into place?&lt;br /&gt;
[[User:CBlade|CBlade]]&lt;br /&gt;
:I am guessing it is on players... after all note the text &#039;&#039;&amp;quot;If the bounty is on a &#039;&#039;&#039;player,&#039;&#039;&#039;&amp;quot;&#039;&#039; Also, if we did implement this, I would suggest a &#039;per-&#039; fee. For instance, it costs &#039;&#039;&#039;500 gold per week&#039;&#039;&#039; for a bounty. The player then specifies how long they want the bounty to last. Also, I don&#039;t think the &amp;quot;soul of&amp;quot; item should be take up space in the players inventory. It could also easily be replaced with something else, like a badge or ticket. Either way, if it &#039;&#039;did&#039;&#039; take up space, and the person&#039;s inventory is full, they can&#039;t have a bounty placed on them. &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Pauan|Pauan]] 08:33, 23 December 2007 (CET)&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_Crush&amp;diff=8534</id>
		<title>Archive:PVP proposal from Crush</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_Crush&amp;diff=8534"/>
		<updated>2008-01-22T06:13:19Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions|&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
{{Pro|Crush}}&lt;br /&gt;
{{Pro|Yosuhara}}&lt;br /&gt;
{{Pro|jaxad0127}}&lt;br /&gt;
|&lt;br /&gt;
{{Contra|Dr Wahl}}&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
My idea of PvP combat is to restrict PVP to personal duels and combat between guilds. Guilds can declare war on each other and then the members of the guilds can fight against each other whenever and wherever they want except in towns. To make pvp more attractive i propose a honor point concept.&lt;br /&gt;
&lt;br /&gt;
The reason I favor this system is that i want to give players the possibility to stay completely out of pvp when they want while giving people who enjoy pvp a competitious and rewarding atmosphere. By focusing on guild vs. guild pvp i want to encourage team oriented pvp combat while avoiding unfair fights party vs. single players, avoid ganking (acting friendly until the other player is occupied, then attacking him. When someone is in an enemy guild you know you can&#039;t trust him) and give the players a group they identify with so that they know what they are fighting for.&lt;br /&gt;
&lt;br /&gt;
==Personal duels==&lt;br /&gt;
When you want to fight someone, you can challenge him to a duel. He can then decide if he wants to fight you or not. When he doesn&#039;t it counts as an automatic win for you. When you win a duel against an opponent who is equally strong or stronger than you level-wise you gain some honor points. When you lose against a lower enemy you lose some honor point. When you win against a weaker enemy or lose against a stronger enemy (like it should be expected) nothing happens.&lt;br /&gt;
&lt;br /&gt;
==Guild war and peace==&lt;br /&gt;
Every guildleader can declare war on other guilds. When he does so the members of both guilds receive a warning. About an hour after the guildleader declares war pvp is enabled between members of the two guilds everywhere except towns. The leaders of both guilds can offer peace at any time. When the offer is accepted pvp is immediately disabled between both guilds. Every kill of a member of an enemy guild gives an honor point for every guildmember and every death of a guildmember by the hands of an enemy guildmember means the lose of an honor point for every guildmember. &lt;br /&gt;
&lt;br /&gt;
The idea is that when you are in a (wrong) guild you have the thrill of being attackable everywhere, but you know exactly who your enemies are. And when attacked by an overwhelming force you also know who to ask for help (that guys who lose honor points when they let you die). It also brings the interesting aspects of diplomacy (avoiding making the wrong enemies, threat other guilds with declaration of war, form alliances) and strategic warfare (keep members of enemy guilds away from key resources to weaken them) into the game. &lt;br /&gt;
&lt;br /&gt;
When you are fed up with being attacked everywhere because your guild pissed off all the big pvp guilds you can still leave the guild and become a guildless player again.&lt;br /&gt;
&lt;br /&gt;
==Honor points==&lt;br /&gt;
Collecting honor points in pvp combat should give both the individual character advantages as it gives the guild advantages when it got members with many honor points.&lt;br /&gt;
&lt;br /&gt;
Players could have the following advantages when they collect enough honor points:&lt;br /&gt;
*A good position on a public scoreboard&lt;br /&gt;
*Access to special quests&lt;br /&gt;
*Access to prestige equipment&lt;br /&gt;
*Advances when dealing with npcs&lt;br /&gt;
*Of course they will be more popular in guilds because the guilds honor points are the sum of the honor points of their members.&lt;br /&gt;
&lt;br /&gt;
Guilds could have the following advantages when the sum of the honor points of their members is high:&lt;br /&gt;
*A good position on a guild scoreboard&lt;br /&gt;
*The right to have a guild emblem&lt;br /&gt;
*Access to guild equipment (like shields or capes with the guild emblem visible)&lt;br /&gt;
*More organizational guild features&lt;br /&gt;
**Giving guild members special tasks like recruiter, treasurer etc. that give them some privileges of the guild leader&lt;br /&gt;
**higher member limit&lt;br /&gt;
**creating private chat channels in which other people can be invited&lt;br /&gt;
**option to form sub guilds &lt;br /&gt;
**etc.&lt;br /&gt;
*Access to a private guild headquarter ranging from a little meeting hut to a huge castle (on an instanced map).&lt;br /&gt;
*Permission to attack other guilds headquarters.&lt;br /&gt;
&lt;br /&gt;
==Guild Headquarter Raid==&lt;br /&gt;
Another idea to make guild wars more interesting. This idea is loosely inspired by the guild war system of Ragnarok Online.&lt;br /&gt;
&lt;br /&gt;
===General idea===&lt;br /&gt;
The idea is that guilds can attempt to invade the guild headquarter (HQ) of an enemy guild and steal their guild flag to humiliate the guild and steal a lot of honor points from them. In contrary to the Ragnarok Online guild wars system this can be done at any time. The attacking guild will usually outnumber the defending guild because they will usually planed the attack in advance and arranged that as many people as possible take part while the defending guild is caught by surprise and there will usually only a few people be online that are scattered all over the world. To counterbalance this strategical disadvantage of the defending guild the following system is designed to give the defenders a big tactical advantage.&lt;br /&gt;
&lt;br /&gt;
===Preparation===&lt;br /&gt;
To attack a HQ the attacking guild has to schedule the raid at an npc. Every guild can only raid another guild every 24 hours. Of course only guilds that have a guild HQ can be raided.&lt;br /&gt;
&lt;br /&gt;
Now both guilds get a message and have a half hour to prepare for combat. The attacking guild meets on a special map while the defending guild meets in their HQ. After the half hour preparation time the attacking guildmembers are teleported onto the map of the HQ. The position of the attacking guild should be a random area outside of the HQ. Random to avoid spawn camping of the defending guild.&lt;br /&gt;
&lt;br /&gt;
===Setup and goal===&lt;br /&gt;
While a smaller HQ got a simple layout and is difficult to defend, a large HQ should have a much more complex layout with many points that give the defending guild a tactical advantage. But all HQs got two important rooms. &lt;br /&gt;
&lt;br /&gt;
The first is a spawn room. It should be close to the entrances. When the defenders die they respawn in this room a few seconds later. Attackers can not enter the spawn room nor can they attack the defenders that are in it. &lt;br /&gt;
&lt;br /&gt;
The second is the flag room which is usually in a position that is hard to reach for the attackers but easy to reach from the spawn room. In the flag room is the flag of the defending guild which they have to protect. The flag is basically an item that can only be picked up by the attacking team and is dropped when the character who got it dies.&lt;br /&gt;
&lt;br /&gt;
The mission of the attacking guild is to get into the flag room, take the flag and bring the flag out of the HQ. Guildmembers that die respawn at their usual spawn location in the normal game world and have no chance to get back into the combat.&lt;br /&gt;
&lt;br /&gt;
The mission of the defending guild is to eliminate all attackers before they can bring the guild out of the HQ. When they die they respawn after some seconds in the spawn room.&lt;br /&gt;
&lt;br /&gt;
===Outcome===&lt;br /&gt;
When one of the guilds reaches their goal a lot of honor points from the loser are transfered to the winner. The result could be that the defenders have to move into a smaller HQ or that the attackers lose the right to attack again.&lt;br /&gt;
&lt;br /&gt;
When the defending guild lost they have to invest a minor sum of gold to buy a new guild flag for their HQ. They can&#039;t use the facilities of their guild HQ but they can not be attacked either until they did so. This is a precaution against inactive guilds serving as honor farms for active guilds or attacking the same guild over and over again with different guilds.&lt;br /&gt;
&lt;br /&gt;
===Strategies===&lt;br /&gt;
The preferred strategy of the defenders should be to take out the attackers one by one so that they can use their ability to respawn to their advantage. The attackers should try to stay together and rush into the flag room as fast as possible to make use of their superiority. Besieging the spawn room to prevent the defenders from recapturing key positions while a task force captures the flag can also be a successful strategy.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
&lt;br /&gt;
This rules quite suites me, but i don&#039;t agree that player should automatically win, when his oponent refuse to accept challenge... What if he&#039;s busy, or he just don&#039;t want to fight? Should the challenger take advantage of this? --[[User:Yosuhara|Yosuhara]] 15:18, 21 September 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I agree with Yosuhara. Why not have a third option, &amp;quot;declined&amp;quot;? If a player refuses your challenge it will add 1 to the &amp;quot;declined&amp;quot; option. This way you can easily see how many fights the person has undertaken while also providing an accurate assessment. Also, how will you calculate who won? Obviously it will be determined by who dies, but what about monsters, etc.? Perhaps while two players are dueling they cannot be targeted by ANY outside forces (monsters, friends, etc.)? This keeps things fair and prevents people from ganging up on others (except in party vs. party of course). &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Pauan|Pauan]] 08:04, 23 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The whole guild wars thing seems to open to abuse.  I can imagine that some larger guilds might bully the smaller or weaker guilds by declaring war on them, ruining the game for anyone in those guilds because they are not strong enough either in statistics, numbers, or both to defend against the guild warring against them. I would suggest that guild leaders can only declare war against a guild that is roughly equal or greater in power and/or numbers to the other guild.  &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Falcata|Bobby Jim]] 14:36, 24 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve seen rules to prevent attacks from high level players/factions on low level players/factions in a lot of games of a lot of different genres. And these rules always left loopholes in practice or even had abuse potential on their own. But when you think that you can design any rules on this topic that really work then feel free to do so. --[[User:Crush|Crush]] 03:41, 25 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
Also, I can easily see abuse of the guild headquarter raid.  A guild could quite easily gain honor points quickly by continually raid the guild HQ of another, weaker guild.  &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Falcata|Bobby Jim]] 14:36, 24 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:I fixed your concerns by 1. denying guilds to do more raids than one every 24 hours and 2. removing the defeated guild from both the benefits and disadvantages of guild HQs until they feel ready for it again. --[[User:Crush|Crush]] 03:41, 25 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
Also, what if a guild doesn&#039;t have or want an HQ?  What then?  &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Falcata|Bobby Jim]] 14:36, 24 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Having a guild HQ is purely optional and a guild without a guild HQ can not be raided. --[[User:Crush|Crush]] 03:41, 25 December 2007 (CET)&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_Crush&amp;diff=8533</id>
		<title>Archive:PVP proposal from Crush</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_Crush&amp;diff=8533"/>
		<updated>2008-01-22T06:12:29Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
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&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
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{{Opinions|&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
{{Pro|Crush}}&lt;br /&gt;
{{Pro|Yosuhara}}&lt;br /&gt;
{{Pro|jaxad0127}}&lt;br /&gt;
|&lt;br /&gt;
{{Pro|Dr Wahl}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My idea of PvP combat is to restrict PVP to personal duels and combat between guilds. Guilds can declare war on each other and then the members of the guilds can fight against each other whenever and wherever they want except in towns. To make pvp more attractive i propose a honor point concept.&lt;br /&gt;
&lt;br /&gt;
The reason I favor this system is that i want to give players the possibility to stay completely out of pvp when they want while giving people who enjoy pvp a competitious and rewarding atmosphere. By focusing on guild vs. guild pvp i want to encourage team oriented pvp combat while avoiding unfair fights party vs. single players, avoid ganking (acting friendly until the other player is occupied, then attacking him. When someone is in an enemy guild you know you can&#039;t trust him) and give the players a group they identify with so that they know what they are fighting for.&lt;br /&gt;
&lt;br /&gt;
==Personal duels==&lt;br /&gt;
When you want to fight someone, you can challenge him to a duel. He can then decide if he wants to fight you or not. When he doesn&#039;t it counts as an automatic win for you. When you win a duel against an opponent who is equally strong or stronger than you level-wise you gain some honor points. When you lose against a lower enemy you lose some honor point. When you win against a weaker enemy or lose against a stronger enemy (like it should be expected) nothing happens.&lt;br /&gt;
&lt;br /&gt;
==Guild war and peace==&lt;br /&gt;
Every guildleader can declare war on other guilds. When he does so the members of both guilds receive a warning. About an hour after the guildleader declares war pvp is enabled between members of the two guilds everywhere except towns. The leaders of both guilds can offer peace at any time. When the offer is accepted pvp is immediately disabled between both guilds. Every kill of a member of an enemy guild gives an honor point for every guildmember and every death of a guildmember by the hands of an enemy guildmember means the lose of an honor point for every guildmember. &lt;br /&gt;
&lt;br /&gt;
The idea is that when you are in a (wrong) guild you have the thrill of being attackable everywhere, but you know exactly who your enemies are. And when attacked by an overwhelming force you also know who to ask for help (that guys who lose honor points when they let you die). It also brings the interesting aspects of diplomacy (avoiding making the wrong enemies, threat other guilds with declaration of war, form alliances) and strategic warfare (keep members of enemy guilds away from key resources to weaken them) into the game. &lt;br /&gt;
&lt;br /&gt;
When you are fed up with being attacked everywhere because your guild pissed off all the big pvp guilds you can still leave the guild and become a guildless player again.&lt;br /&gt;
&lt;br /&gt;
==Honor points==&lt;br /&gt;
Collecting honor points in pvp combat should give both the individual character advantages as it gives the guild advantages when it got members with many honor points.&lt;br /&gt;
&lt;br /&gt;
Players could have the following advantages when they collect enough honor points:&lt;br /&gt;
*A good position on a public scoreboard&lt;br /&gt;
*Access to special quests&lt;br /&gt;
*Access to prestige equipment&lt;br /&gt;
*Advances when dealing with npcs&lt;br /&gt;
*Of course they will be more popular in guilds because the guilds honor points are the sum of the honor points of their members.&lt;br /&gt;
&lt;br /&gt;
Guilds could have the following advantages when the sum of the honor points of their members is high:&lt;br /&gt;
*A good position on a guild scoreboard&lt;br /&gt;
*The right to have a guild emblem&lt;br /&gt;
*Access to guild equipment (like shields or capes with the guild emblem visible)&lt;br /&gt;
*More organizational guild features&lt;br /&gt;
**Giving guild members special tasks like recruiter, treasurer etc. that give them some privileges of the guild leader&lt;br /&gt;
**higher member limit&lt;br /&gt;
**creating private chat channels in which other people can be invited&lt;br /&gt;
**option to form sub guilds &lt;br /&gt;
**etc.&lt;br /&gt;
*Access to a private guild headquarter ranging from a little meeting hut to a huge castle (on an instanced map).&lt;br /&gt;
*Permission to attack other guilds headquarters.&lt;br /&gt;
&lt;br /&gt;
==Guild Headquarter Raid==&lt;br /&gt;
Another idea to make guild wars more interesting. This idea is loosely inspired by the guild war system of Ragnarok Online.&lt;br /&gt;
&lt;br /&gt;
===General idea===&lt;br /&gt;
The idea is that guilds can attempt to invade the guild headquarter (HQ) of an enemy guild and steal their guild flag to humiliate the guild and steal a lot of honor points from them. In contrary to the Ragnarok Online guild wars system this can be done at any time. The attacking guild will usually outnumber the defending guild because they will usually planed the attack in advance and arranged that as many people as possible take part while the defending guild is caught by surprise and there will usually only a few people be online that are scattered all over the world. To counterbalance this strategical disadvantage of the defending guild the following system is designed to give the defenders a big tactical advantage.&lt;br /&gt;
&lt;br /&gt;
===Preparation===&lt;br /&gt;
To attack a HQ the attacking guild has to schedule the raid at an npc. Every guild can only raid another guild every 24 hours. Of course only guilds that have a guild HQ can be raided.&lt;br /&gt;
&lt;br /&gt;
Now both guilds get a message and have a half hour to prepare for combat. The attacking guild meets on a special map while the defending guild meets in their HQ. After the half hour preparation time the attacking guildmembers are teleported onto the map of the HQ. The position of the attacking guild should be a random area outside of the HQ. Random to avoid spawn camping of the defending guild.&lt;br /&gt;
&lt;br /&gt;
===Setup and goal===&lt;br /&gt;
While a smaller HQ got a simple layout and is difficult to defend, a large HQ should have a much more complex layout with many points that give the defending guild a tactical advantage. But all HQs got two important rooms. &lt;br /&gt;
&lt;br /&gt;
The first is a spawn room. It should be close to the entrances. When the defenders die they respawn in this room a few seconds later. Attackers can not enter the spawn room nor can they attack the defenders that are in it. &lt;br /&gt;
&lt;br /&gt;
The second is the flag room which is usually in a position that is hard to reach for the attackers but easy to reach from the spawn room. In the flag room is the flag of the defending guild which they have to protect. The flag is basically an item that can only be picked up by the attacking team and is dropped when the character who got it dies.&lt;br /&gt;
&lt;br /&gt;
The mission of the attacking guild is to get into the flag room, take the flag and bring the flag out of the HQ. Guildmembers that die respawn at their usual spawn location in the normal game world and have no chance to get back into the combat.&lt;br /&gt;
&lt;br /&gt;
The mission of the defending guild is to eliminate all attackers before they can bring the guild out of the HQ. When they die they respawn after some seconds in the spawn room.&lt;br /&gt;
&lt;br /&gt;
===Outcome===&lt;br /&gt;
When one of the guilds reaches their goal a lot of honor points from the loser are transfered to the winner. The result could be that the defenders have to move into a smaller HQ or that the attackers lose the right to attack again.&lt;br /&gt;
&lt;br /&gt;
When the defending guild lost they have to invest a minor sum of gold to buy a new guild flag for their HQ. They can&#039;t use the facilities of their guild HQ but they can not be attacked either until they did so. This is a precaution against inactive guilds serving as honor farms for active guilds or attacking the same guild over and over again with different guilds.&lt;br /&gt;
&lt;br /&gt;
===Strategies===&lt;br /&gt;
The preferred strategy of the defenders should be to take out the attackers one by one so that they can use their ability to respawn to their advantage. The attackers should try to stay together and rush into the flag room as fast as possible to make use of their superiority. Besieging the spawn room to prevent the defenders from recapturing key positions while a task force captures the flag can also be a successful strategy.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
&lt;br /&gt;
This rules quite suites me, but i don&#039;t agree that player should automatically win, when his oponent refuse to accept challenge... What if he&#039;s busy, or he just don&#039;t want to fight? Should the challenger take advantage of this? --[[User:Yosuhara|Yosuhara]] 15:18, 21 September 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I agree with Yosuhara. Why not have a third option, &amp;quot;declined&amp;quot;? If a player refuses your challenge it will add 1 to the &amp;quot;declined&amp;quot; option. This way you can easily see how many fights the person has undertaken while also providing an accurate assessment. Also, how will you calculate who won? Obviously it will be determined by who dies, but what about monsters, etc.? Perhaps while two players are dueling they cannot be targeted by ANY outside forces (monsters, friends, etc.)? This keeps things fair and prevents people from ganging up on others (except in party vs. party of course). &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Pauan|Pauan]] 08:04, 23 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The whole guild wars thing seems to open to abuse.  I can imagine that some larger guilds might bully the smaller or weaker guilds by declaring war on them, ruining the game for anyone in those guilds because they are not strong enough either in statistics, numbers, or both to defend against the guild warring against them. I would suggest that guild leaders can only declare war against a guild that is roughly equal or greater in power and/or numbers to the other guild.  &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Falcata|Bobby Jim]] 14:36, 24 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve seen rules to prevent attacks from high level players/factions on low level players/factions in a lot of games of a lot of different genres. And these rules always left loopholes in practice or even had abuse potential on their own. But when you think that you can design any rules on this topic that really work then feel free to do so. --[[User:Crush|Crush]] 03:41, 25 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
Also, I can easily see abuse of the guild headquarter raid.  A guild could quite easily gain honor points quickly by continually raid the guild HQ of another, weaker guild.  &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Falcata|Bobby Jim]] 14:36, 24 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:I fixed your concerns by 1. denying guilds to do more raids than one every 24 hours and 2. removing the defeated guild from both the benefits and disadvantages of guild HQs until they feel ready for it again. --[[User:Crush|Crush]] 03:41, 25 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
Also, what if a guild doesn&#039;t have or want an HQ?  What then?  &#039;&#039;&#039;--&#039;&#039;&#039; [[User:Falcata|Bobby Jim]] 14:36, 24 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Having a guild HQ is purely optional and a guild without a guild HQ can not be raided. --[[User:Crush|Crush]] 03:41, 25 December 2007 (CET)&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_old_wiki&amp;diff=8532</id>
		<title>Archive:PVP proposal from old wiki</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:PVP_proposal_from_old_wiki&amp;diff=8532"/>
		<updated>2008-01-22T06:09:05Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
{{Opinions|&lt;br /&gt;
{{Pro | Dr Wahl}}|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player versus Player combat, our model ==&lt;br /&gt;
&lt;br /&gt;
Players can fight each other at any time. Killing players outside of specific zones, however, results in a criminal status penalty. Enough criminal penalties cause the player to get a bounty put up in the local bounty office, and eventually even all bounty offices, if his infamy grows. Players can choose an option that prevents them from attacking other players who have not attacked them first, in order to keep them from accidentally fighting one another.&lt;br /&gt;
&lt;br /&gt;
Also, when the player dies, and his bounties are collected, his criminal status is reduced to a lower level, and eventually disappears. There is no criminal status penalty for killing players with criminal bounties.&lt;br /&gt;
&lt;br /&gt;
Sactioned PvP combat (where criminal penalties don&#039;t apply), occurs in several places:&lt;br /&gt;
&lt;br /&gt;
# In scheduled Kingdom raids. Players of one kingdom are allowed to freely attack players currently in the other kingdom (and vice-versa) without incurring any penalty. Certain rewards apply for killing a number of the kingdom&#039;s enemies.&lt;br /&gt;
# In public arenas. Players wager items and money upon the outcomes of these matches. The loss or gain of material possessions is the only penalty or reward in these matches.&lt;br /&gt;
# In guild sponsored events. The guilds determine the benefits or penalties of these matches. Criminal penalties don&#039;t apply here.&lt;br /&gt;
&lt;br /&gt;
== PvP for Fun and Profit ==&lt;br /&gt;
&lt;br /&gt;
When you defeat another player in combat, you obtain an item called &amp;quot;Soul of {player defeated}&amp;quot;. This item is useful as a trophy, for some crafting, or for trading as a bounty. Players with criminal status, or which have bounties placed on them may have a price waiting for the one who holds their souls.&lt;br /&gt;
&lt;br /&gt;
In an arena setting, players also get whatever items have been wagered over the fight.&lt;br /&gt;
&lt;br /&gt;
In a kingdom-led battle, the rewards are a bit less tangible. The rate of exchange for the player&#039;s nation&#039;s currency goes up if a raid is successful. Generic items of the raided country&#039;s specialty type are also suddenly cheaper in the winning country. These rewards benefit the country as a whole.&lt;br /&gt;
&lt;br /&gt;
== Some other Models ==&lt;br /&gt;
&lt;br /&gt;
PVP or &#039;&#039;&#039;Player versus Player&#039;&#039;&#039; systems allow two player characters to fight under certain conditions. There are several models for these systems below, and we will be selecting one or more in the future.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open PvP&#039;&#039;&#039; - Combat can take place anywhere, anytime. Killing players may have certain penalties, including criminal status, loss of fame, etc. Zones like towns are declared &#039;safe&#039; from player attacks. However, unless otherwise stated, an area is available for combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restricted PvP&#039;&#039;&#039; - Combat can only take place in specific zones known as &amp;quot;Arenas&amp;quot; or &amp;quot;Battlefields&amp;quot;. Attacking other players is not penalized in this mode (in fact, it is usually rewarded), since a player entering hostile terrain is supposed to either know the risks or actually be interested in fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selective PvP&#039;&#039;&#039; - Players can challenge on another anywhere, anytime. However, if the challanged player declines the invitation, he cannot be attacked. Only players in a challege may fight with one another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kingdom PvP&#039;&#039;&#039; - Players may fight with each other anywhere, as long as the opposing players have different political affiliations. This is a variation on Open PvP rules.&lt;br /&gt;
&lt;br /&gt;
== Some notes ==&lt;br /&gt;
&lt;br /&gt;
[[User:BjÃ¸rn|BjÃ¸rn]]: A note on fighting in Arenas. I think a special death penalty could count here. A fight in an Arena could have predetermined reward for winning and penalty for losing. Getting killed in an Arena would penalize you with this, instead of getting killed regularly, probably having to respawn in town with 1 health and loosing some xp/gold (don&#039;t think this has been decided yet). After either suffering the Arena penalty or the reward, you would exit the Arena from the front door. This would make it much more inviting to enter a challenge with somebody or against another team.&lt;br /&gt;
&lt;br /&gt;
Also, to prevent people from gaining too much from Arena fights, the reward for winning should not come out of thin air. Probably this can be a way for betting items or gold between players.&lt;br /&gt;
&lt;br /&gt;
Finally, because this would effectively make the Arena a rather safe place to fight in, the amount of experience that is gained while fighting in an Arena should then be none or severely reduced.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Skill_system_2&amp;diff=8531</id>
		<title>Archive:Skill system 2</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Skill_system_2&amp;diff=8531"/>
		<updated>2008-01-21T21:47:54Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_yellow}}&lt;br /&gt;
{{Gaps|&lt;br /&gt;
*Solve some disputes regarding exp distribution and skill degeneration}}&lt;br /&gt;
{{Opinions|&lt;br /&gt;
{{Pro|Crush}}&lt;br /&gt;
{{Pro|Yosuhara}}&lt;br /&gt;
{{Pro|Pauan}}&lt;br /&gt;
{{Pro|jaxad0127}}&lt;br /&gt;
{{Pro|Dr Wahl}}|&lt;br /&gt;
}}&lt;br /&gt;
Although I support the idea of a learning by doing system because it can be much more plausible than a statpoint based system I think that the system described in that article is not well thought out and makes a lot of errors common for learning by doing systems. A detailed description can be found in this thread on the forum were also most of the content of this article has been designed.&lt;br /&gt;
http://forums.themanaworld.org/viewtopic.php?t=1305&lt;br /&gt;
&lt;br /&gt;
I modified this article to fit into the [[attributes]] system.&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
&lt;br /&gt;
This system has been designed as a levelless Learning by Doing System for a real time action combat system. The main goals were:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Intuitivity&#039;&#039;&#039; The Players should be able to fully understand the system after a few hours of playing and should be able to create effective characters without having to study guides on the internet. Ruining a character beyond recovery by making errors in the character development should be impossible.&lt;br /&gt;
* &#039;&#039;&#039;Control&#039;&#039;&#039; Despite the above principle the player should still be able to influence the development of his character by changing his playing style.&lt;br /&gt;
* &#039;&#039;&#039;Customization&#039;&#039;&#039;  Every character should be individual. There shouldn&#039;t be uber character stereotypes that excel above all other characters. A premise for this goal is a well thought out balance between the different skills.&lt;br /&gt;
* &#039;&#039;&#039;Encourage Team-play&#039;&#039;&#039; Players should be motivated to play together and help each other. To reach this it has to be impossible to create characters that are good at everything at the same time so that everyone needs party members with different character types to counterbalance the weaknesses of his character. Pushing up low characters quickly with the help of high level characters should not be too easy.&lt;br /&gt;
* &#039;&#039;&#039;Negligibility&#039;&#039;&#039; Raising the skills of the character should be an important part of every RPG but it shouldn&#039;t be the main concern of the player. He should focus on the parts of the game that are fun like exploring and questing while his character becomes stronger and more adapted to his playing style along the way. Repeating the same task over and over again should not be the most effective way to raise a character quickly like it is in most online roleplaying games nowadays. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The character has a wide variety of skills that represent the competence of the character at performing different tasks. Each skill has its own level and experience count (exp). Whenever the player accomplishes a task by using his skills the used skills gain exp. The amount of exp depends on the difficulty of the task. When the exp reaches a fixed amount the skill gains a level making it more efficient. The amount of exp needed for a levelup increases exponentially with every levelup of the skill.&lt;br /&gt;
&lt;br /&gt;
The player has the following skills:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapon Skills&#039;&#039;&#039; The characters have a wide range of skills that represent his abilities with various types of weapons like axes, swords, knives, bows, pole arms and so on. Increasing these skills increases the weapon damage, hit rate and the palette of active combat moves the character can use with that weapon. See [[Special Attacks]], [[Damage calculation]] and [[Hitting and dodging]] for details. Every weapon type should represent a unique fighting style and should be useful in different situations to encourage players to specialize in different weapons.&lt;br /&gt;
*&#039;&#039;&#039;Crafting Skills&#039;&#039;&#039; These skills cover a wide range of tasks from creating consumable and equip-able items over repairing of damaged equipment to service skills like healing wounds or status conditions. &lt;br /&gt;
*&#039;&#039;&#039;Offensive Magic&#039;&#039;&#039; Because the magic is separated into 8 different elements i thought that it would just be logical to do the same with the skills necessary to use them. Increasing these skills allows to cast more advanced spells, makes offensive spells inflict more damage and allows to cast less advanced spells more frequently. See [[Magic system]] for details.&lt;br /&gt;
*&#039;&#039;&#039;Defensive Magic&#039;&#039;&#039; I decided to separate the magical skill levels of the skills that target friendly characters from those that target enemies for reasons of balancing the exp gain. The reasons will be explained later in the section &amp;quot;Indirect Combat Skills&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Exp Gain ==&lt;br /&gt;
&lt;br /&gt;
=== Crafting Skills ===&lt;br /&gt;
&lt;br /&gt;
The most boring part of most learning by doing systems is the crafting part. We have to create a crafting system that does not force the player to repeat the same mouse clicks over and over again for hours to level up quickly like many crafting systems do. We have to challenge the player on an intellectual level. I would suggest to discuss the topic in another article. See the [[item creation system]]&lt;br /&gt;
&lt;br /&gt;
=== Direct Combat Skills ===&lt;br /&gt;
&lt;br /&gt;
This chapter addresses the exp gain rules for offensive magic skills and the weapon skills.&lt;br /&gt;
&lt;br /&gt;
The only way to increase these skills is by using them in combat to kill monsters. Every monster is worth a fixed amount of exp and has a challenge rating. The challenge rating represents the average level of the main skills the character should have when he wants to face the monster while the exp amount should represent how long it takes to kill the monster. When a monster is defeated, the following things happen:&lt;br /&gt;
#the experience is divided up between all characters that took part in the fight. &lt;br /&gt;
#then the exp each player gets is divided up equally on all skills that the character used enough in that combat to reward exp for them. To reward exp for weapon or magic skills the character has to inflict at least 10% of the total damage by using weapons/spells from that skill category. &lt;br /&gt;
#when the challenge rating of the monster is higher than the level of the skill the exp that skill receives is divided by &amp;lt;code&amp;gt;Challenge Rating / Skill Level&amp;lt;/code&amp;gt;. The reason for this is that it would otherwise be too easy to train low skills at high monsters by using a high skill to inflict the needed 90% damage (even another character could do that) and then finish the last 10% with the low skill.&lt;br /&gt;
&lt;br /&gt;
To prevent killstealing only the character who attacked a monster first and those who are in the same party should be able to gain exp from a monster. When a monster is not attacked for a fixed amount of time (suggestion: 10 seconds) it becomes free-for-all again and characters from other parties can attack the monster to qualify for a share of the experience. Characters who attack during the killsteal protection time should subtract an even share of exp when calculating how much exp every character gets but the skills of the killstealer don&#039;t receive the exp. This is another procedure to make it difficult to push up low chars with the help of high chars.&lt;br /&gt;
&lt;br /&gt;
=== Indirect Combat Skills ===&lt;br /&gt;
&lt;br /&gt;
Indirect combat skill that do not weaken the enemy but strengthen the allies like heal or buff spells are difficult to implement into the above concept. First it is difficult to rate their importance for the outcome of the fight. Second, healing spells might be cast not during but after a fight. For those reasons I would suggest to treat them more like crafting skills than combat skills. In the end it is not that different if you cure a wound or repair an armor or if you forge a shield of metal with your hammer or if you enchant a shield of magic with your wand. &lt;br /&gt;
&lt;br /&gt;
The amount of exp gained by healing spells should depend on the number of Hit Points healed. So healing people who already are at full health does not give any exp. How many exp points for how many hit points is a question of balance that should be solved during the alpha test.&lt;br /&gt;
&lt;br /&gt;
The exp for curing status ailments should depend on the type of ailment and how hard it is to cure it. Stronger monsters should have much nastier poisons and curses that are much harder to cure and are worth more exp points for the healer than weak ones. For that reason every status alignment should have a level. When a character attempts to heal an ailment a random number between 0 and his skill level is rolled. When the outcome is higher than the level of the ailment the ailment is healed. To make it a little bit more tricky some ailments like diseases or certain curses could be infectious. That means that when the healer fails at curing he has to do a second test and when he fails again he is infected, too.&lt;br /&gt;
&lt;br /&gt;
Buff spells that increase the strength of other characters should give a fixed amount of exp. To prevent the players from casting those spells on everything that moves instead of reserving their use to combat in which they are needed I would suggest to make ingredients necessary to cast those spells. Those should be easy enough to obtain to use them when the skills are necessary but hard enough to prevent people from wasting them just to gain exp.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Forgetting&amp;quot; of unused skills ===&lt;br /&gt;
&lt;br /&gt;
The above system contains one major drawback. We want the players to specialize on single skills so that they have to work together to be successful. But the system described here would make it possible to learn every important skill so that the character can play completely alone and doesn&#039;t have to interact with other people. So we have to make it difficult to train and maintain a large palette of different skills.&lt;br /&gt;
&lt;br /&gt;
I had a long discussion with different people to find a solution for this problem and we came to the conclusion that the following method is the best:&lt;br /&gt;
&lt;br /&gt;
Whenever a skill receives exp half of the gained exp are deducted from a random other skill making it possible to lose levels in it. This won&#039;t be a problem for characters with a very small palette of skills because it would almost always hit skills that are on level 0 anyway. But the more different skills the character tries to master the more difficult will it be to keep them all on a constant level. The players that try anyway will eventually give up and concentrate on the skills they really want while letting the other skills degenerate slowly.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=FAQ&amp;diff=8368</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=FAQ&amp;diff=8368"/>
		<updated>2007-12-28T08:52:37Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* What are the keyboard shortcuts? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
This is the FAQ for The Mana World. If you have a question, search for it in the Table of Contents. If you cannot find it, please post it on the forums, previously having searched for similar threads.&lt;br /&gt;
&lt;br /&gt;
== Support questions ==&lt;br /&gt;
&lt;br /&gt;
=== Does TMW have an IRC channel? ===&lt;br /&gt;
&lt;br /&gt;
Yes it does.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server&#039;&#039;&#039;: &#039;&#039;irc.freenode.net&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Channel&#039;&#039;&#039;: &#039;&#039;#themanaworld&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a direct link: [irc://irc.freenode.net:6667/themanaworld]&lt;br /&gt;
&lt;br /&gt;
=== Is my platform supported? ===&lt;br /&gt;
&lt;br /&gt;
Look in [[Ports]].&lt;br /&gt;
&lt;br /&gt;
=== Where can I look for help? ===&lt;br /&gt;
&lt;br /&gt;
The IRC channel is a good start for solving small problems or doubts. Is usually habited by sane people, ignore everything m[a]tt says. As most people are from Europe (GMT or GMT+1 timezones) you will have more success if you try to contact at a reasonable hour in the day.&lt;br /&gt;
&lt;br /&gt;
For more complex problems (compilations problems, crashes...) is advisable to use the forums as it is a non-volatile way of storing your claims. If you do in IRC some people won&#039;t have the oportunity to read them and your oportunity of getting further help will be narrowed. At the same time posting long logs or reports on IRC is not polite.&lt;br /&gt;
&lt;br /&gt;
=== When is this game updated? ===&lt;br /&gt;
&lt;br /&gt;
This has several aswers. The general politics in the dev team is &amp;quot;When it&#039;s doneâ„¢&amp;quot;. Expect new version to be released in a span of one to two months since the previous release.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, you can use SVN to fetch latest code from sourceforge&#039;s repository. That code usually has all of the bleeding-edge additions but it could also be broken and don&#039;t even compile. Althought usually it does work, is a fair warning to be done. Anyways, it doesn&#039;t imply any risk of breaking your system in any way or form.&lt;br /&gt;
&lt;br /&gt;
A third update way are the automated updates. As the name says, the user doesn&#039;t have to do anything, just start the game and in the log-in screen the updates will be fetch. As a general rule it is advisable to fetch them but if you don&#039;t want to or you feel that such updates are conflicting with the (more up-to-date) data taken from SVN (like display of old maps or graphics when you&#039;re sure the ones in SVN has been already updated), you can parse the &#039;-u&#039; switch to the tmw executable. This will avoid any automatic update.&lt;br /&gt;
&lt;br /&gt;
=== I want to help, how do I join the team? ===&lt;br /&gt;
&lt;br /&gt;
First, if you are a developer read this: [[Joining the project]].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a graphic artist is suggested you read the [[Guidelines]] and take a look at the &#039;&#039;&#039;Graphics&#039;&#039;&#039; section on the front page.&lt;br /&gt;
&lt;br /&gt;
If you want to help coding some scripts or managing server content, read [http://forums.themanaworld.org/viewforum.php?f=9 this].&lt;br /&gt;
&lt;br /&gt;
If you just want to suggest something, use the &#039;&#039;&#039;Suggestions/Feedback&#039;&#039;&#039; subforum.&lt;br /&gt;
&lt;br /&gt;
=== I don&#039;t want to be rude but... I&#039;m fed up with maggots!!! ===&lt;br /&gt;
&lt;br /&gt;
One thing you&#039;ll notice if you invest hours every day into the game, is that you&#039;ll eventually run out of things to do. While we&#039;re constantly adding to the game with maps, quests, NPCs... we really can&#039;t keep up with demand. If you&#039;d like to help this though, just join the project! It&#039;s as simple as that; you play the games, not us, so we don&#039;t know what you&#039;d like to see and your opinion matters to us.&lt;br /&gt;
&lt;br /&gt;
== Game-related questions ==&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m a bit lost... How do I start? ===&lt;br /&gt;
&lt;br /&gt;
There is an article specifically about this: [[Getting started]].&lt;br /&gt;
&lt;br /&gt;
=== What are the keyboard shortcuts? ===&lt;br /&gt;
&lt;br /&gt;
See the README file that came with your install for the list or press F1 while in game to see the help. The release of the 0.0.24 client allows for keys to be configurable.&lt;br /&gt;
&lt;br /&gt;
=== How do skills work? ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Makes you hit harder with melee weapons.&lt;br /&gt;
* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Makes your enemies hit you less often and increases your attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Vitality&#039;&#039;&#039;: Increases your maximum HP and your HP recovery rate. Decreases the amount of damage you receive from hits.&lt;br /&gt;
* &#039;&#039;&#039;Intelligence&#039;&#039;&#039;: Increases your maximum MP and your MP recovery rate. this stat isn&#039;t that important yet because there isn&#039;t a way to spend your MP yet.&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Makes you hit harder with bows. Makes you miss your enemies less often with both melee and bow weapons.&lt;br /&gt;
* &#039;&#039;&#039;Luck&#039;&#039;&#039;: Makes you do critical hits from time to time.&lt;br /&gt;
For further reading see [[Stats]].&lt;br /&gt;
&lt;br /&gt;
=== What are MP for? ===&lt;br /&gt;
&lt;br /&gt;
MP stands for &amp;quot;Magic Points&amp;quot;, thus are points used in magic spells. Currently they can&#039;t be used in the game, this is because we will be moving to our own server with its own protocol and coding stuff for our current server (eAthena) would be a waste of time.&lt;br /&gt;
&lt;br /&gt;
== Common problems ==&lt;br /&gt;
&lt;br /&gt;
=== When I try to login using the account that usually works, I get following message: Disconnected from server ===&lt;br /&gt;
&lt;br /&gt;
The message is misleading. It means that the game server is not online at the moment. Try again later.&lt;br /&gt;
&lt;br /&gt;
If you really want to make sure, make sure you&#039;re trying to connect to &amp;lt;code&amp;gt;server.themanaworld.org&amp;lt;/code&amp;gt; and that the port in your &amp;lt;code&amp;gt;config.xml&amp;lt;/code&amp;gt; is set to 6901.&lt;br /&gt;
&lt;br /&gt;
If that is the case and you still are not convinced it really is down, run &amp;quot;ping -c1 &amp;lt;host&amp;gt;&amp;quot; to check if the server&#039;s machine is up at or run &amp;quot;telnet &amp;lt;host&amp;gt; &amp;lt;port&amp;gt;&amp;quot; to also check if the server software is listening on the port you specified. Telnet should timeout after a while if it cannot connect to the specific port on the host.&lt;br /&gt;
&lt;br /&gt;
== Problems with compiling or running ==&lt;br /&gt;
&lt;br /&gt;
=== Strange errors when running 0.0.22.1 ===&lt;br /&gt;
&lt;br /&gt;
When running version 0.0.22.1 against Guichan 0.5.0, you should see the following error:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tmw: Symbol `_ZTVN3gcn12FocusHandlerE&#039; has different size in shared object, onsider re-linking&lt;br /&gt;
tmw: symbol lookup error: tmw: undefined symbol: _ZN3gcn6Widget19removeDeathListenerEPNS_13DeathListenerE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The solution is to make sure that you uninstall any Guichan 0.5.0 library files from your system, and install Guichan 0.6.0 properly.&lt;br /&gt;
&lt;br /&gt;
== Misc questions ==&lt;br /&gt;
&lt;br /&gt;
=== I heard the characters will be deleted when you move to the new server. Is that true? ===&lt;br /&gt;
&lt;br /&gt;
Yes, it is. There is no appeal. The way the two servers work are too different to make a migration of the player database reasonably possible. However, we think that this change will make many additions to the game possible that are not feasible with the current server. Thus, the problem is unavoidable. The developers have not yet stated whether long-time players will be given some bonus or advantage on the new server after the transition.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8367</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8367"/>
		<updated>2007-12-28T08:43:13Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
A trade system allows players to trade items, money, spells, or anything the game allows to be traded.  In order to make a trade, there are a few steps that &#039;&#039;usually&#039;&#039; take place.  The first step is advertising that the seller has something to trade.  The second step is bartering.  The final step is to actually exchange the item(s).&lt;br /&gt;
&lt;br /&gt;
==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  An item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can then click the trade button to complete the trade.  This will exchange item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be a need for a more effective trade system that allows players to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  This effectively turns the players character into a mobile store.  There are pros and cons to each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Current:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Player to Player&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auction:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Database of items&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stall:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Individual stores&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can affect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
Thread [http://forums.themanaworld.org/viewtopic.php?p=28336]&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8366</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8366"/>
		<updated>2007-12-28T08:42:51Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
A trade system allows players to trade items, money, spells, or anything the game allows to be traded.  In order to make a trade, there are a few steps that &#039;&#039;usually&#039;&#039; take place.  The first step is advertising that the seller has something to trade.  The second step is bartering.  The final step is to actually exchange the item(s).&lt;br /&gt;
&lt;br /&gt;
==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  An item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can then click the trade button to complete the trade.  This will exchange item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be a need for a more effective trade system that allows players to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  This effectively turns the players character into a mobile store.  There are pros and cons to each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Current:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Player to Player&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auction:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Database of items&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stall:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Individual stores&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can affect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
&lt;br /&gt;
Thread [http://forums.themanaworld.org/viewtopic.php?p=28336]&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8365</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8365"/>
		<updated>2007-12-28T08:42:25Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
A trade system allows players to trade items, money, spells, or anything the game allows to be traded.  In order to make a trade, there are a few steps that &#039;&#039;usually&#039;&#039; take place.  The first step is advertising that the seller has something to trade.  The second step is bartering.  The final step is to actually exchange the item(s).&lt;br /&gt;
&lt;br /&gt;
==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  An item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can then click the trade button to complete the trade.  This will exchange item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be a need for a more effective trade system that allows players to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  This effectively turns the players character into a mobile store.  There are pros and cons to each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Current:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Player to Player&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auction:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Database of items&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stall:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Individual stores&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can affect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
&lt;br /&gt;
Thread [http://forums.themanaworld.org/viewtopic.php?p=28336#28336]&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Combat_system&amp;diff=8364</id>
		<title>Archive:Combat system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Combat_system&amp;diff=8364"/>
		<updated>2007-12-28T08:32:19Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Category_programming}}&lt;br /&gt;
{{Gaps|&lt;br /&gt;
* Concrete formula how long an attack takes&lt;br /&gt;
* special attacks&lt;br /&gt;
* magic&lt;br /&gt;
* some details about using items&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Movement in combat==&lt;br /&gt;
Monsters are blocked by both friend and foe. Player characters can not move through enemies (besides very small ones) but can move through friendly characters by moving on a tile right behind them.&lt;br /&gt;
&lt;br /&gt;
Characters can not move while preparing a special attack.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Characters cannot attack while performing a special action, another attack, and shortly after an attack. Characters can not move during an attack but in the pause between two attacks. The time an attack takes and the pause between two attacks is influenced by the character attributes and the weapon.&lt;br /&gt;
&lt;br /&gt;
When a combatant performs an attack with a melee weapon, all enemies in the attack zone are affected.  When the character uses a projectile weapon (like a bow) only the closest enemy is affected. All affected targets get a chance to [[hitting and dodging|evade]]. When they fail they receive damage according to the [[Damage calculation|damage calculation rules]]. The shape and size of the attack zone depends on the weapon of the attacker.&lt;br /&gt;
&lt;br /&gt;
==Special actions==&lt;br /&gt;
===Special attacks===&lt;br /&gt;
Not conceptualized yet. Details will be found on [[Special attacks]] when they are conceptualized.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
A character can not move, attack or perform any other special actions while preparing a spell. The spellcasting itself is an instant event. After each spellcast is a pause in which the character can not cast another spell but it can perform any other action. Details about the magic system can be found [[Magic_system|here]].&lt;br /&gt;
&lt;br /&gt;
===Using items===&lt;br /&gt;
Drinking a potion bottle or consuming another consumable item does not impair movement but prevents the character from attacking or using special attacks for a short time period.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Dr_Wahl&amp;diff=8363</id>
		<title>User:Dr Wahl</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Dr_Wahl&amp;diff=8363"/>
		<updated>2007-12-28T08:30:29Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tacoma, Washington&lt;br /&gt;
&lt;br /&gt;
My interests:&lt;br /&gt;
Networking&lt;br /&gt;
Linux&lt;br /&gt;
Video Games&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8360</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8360"/>
		<updated>2007-12-28T08:24:41Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
A trade system allows players to trade items, money, spells, or anything the game allows to be traded.  In order to make a trade, there are a few steps that &#039;&#039;usually&#039;&#039; take place.  The first step is advertising that the seller has something to trade.  The second step is bartering.  The final step is to actually exchange the item(s).&lt;br /&gt;
&lt;br /&gt;
==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  An item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can then click the trade button to complete the trade.  This will exchange item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be a need for a more effective trade system that allows players to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  This effectively turns the players character into a mobile store.  There are pros and cons to each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Current:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Player to Player&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auction:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Database of items&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stall:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Individual stores&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can affect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8358</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8358"/>
		<updated>2007-12-28T08:18:11Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A trade system allows players to trade items, money, spells, or anything the game allows to be traded.  In order to make a trade, there are a few steps that &#039;&#039;usually&#039;&#039; take place.  The first step is advertising that the seller has something to trade.  The second step is bartering.  The final step is to actually exchange the item(s).&lt;br /&gt;
&lt;br /&gt;
==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  An item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can then click the trade button to complete the trade.  This will exchange item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be a need for a more effective trade system that allows players to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  This effectively turns the players character into a mobile store.  There are pros and cons to each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Current:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Player to Player&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auction:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Database of items&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stall:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Individual stores&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can affect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8357</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8357"/>
		<updated>2007-12-28T08:13:03Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* The Current System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A trade system allow players to trade items, money, spells, or anything the game allows to be traded.  In order to make a trade, there are a few steps that &#039;&#039;usually&#039;&#039; take place.  The first step is advertising that the seller has something to trade.  The second step is bartering.  The final step is to actually exchange the item(s).&lt;br /&gt;
&lt;br /&gt;
==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can then click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Current:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Player to Player&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auction:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Database of items&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stall:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Individual stores&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can effect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8356</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8356"/>
		<updated>2007-12-28T08:08:52Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A trade system allow players to trade items, money, spells, or anything the game allows to be traded.  In order to make a trade, there are a few steps that &#039;&#039;usually&#039;&#039; take place.  The first step is advertising that the seller has something to trade.  The second step is bartering.  The final step is to actually exchange the item(s).&lt;br /&gt;
&lt;br /&gt;
==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Current:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Player to Player&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auction:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Database of items&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stall:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Individual stores&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can effect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8355</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8355"/>
		<updated>2007-12-28T08:07:11Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A trade system allow players to trade items, money, spells, or anything the game allows to be traded.&lt;br /&gt;
&lt;br /&gt;
==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Current:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Player to Player&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auction:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Database of items&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stall:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Individual stores&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can effect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8354</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8354"/>
		<updated>2007-12-28T08:00:53Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Comparisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Current:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Player to Player&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auction:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Database of items&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stall:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Individual stores&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can effect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8353</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8353"/>
		<updated>2007-12-28T07:59:37Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Comparisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Current:&#039;&#039;&lt;br /&gt;
&#039;&#039;Player to Player&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Auction:&#039;&#039;&lt;br /&gt;
&#039;&#039;Database of items&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Stall:&#039;&#039;&lt;br /&gt;
&#039;&#039;Individual stores&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can effect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8352</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8352"/>
		<updated>2007-12-28T07:59:13Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Comparisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Current:&lt;br /&gt;
Player to Player&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Auction:&lt;br /&gt;
Database of items&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Stall:&lt;br /&gt;
Individual stores&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can effect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8351</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8351"/>
		<updated>2007-12-28T07:58:36Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Comparisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Current: Player to Player&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Auction: Database of items&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Stall: Individual stores&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can effect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8350</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8350"/>
		<updated>2007-12-28T07:57:04Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Comparisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Current&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Auction&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Stall&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can effect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8349</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8349"/>
		<updated>2007-12-28T07:56:07Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Comparisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Current&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Auction&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Stall&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can effect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8348</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8348"/>
		<updated>2007-12-28T07:55:34Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Current&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Auction&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Stall&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The trade system implemented in the game can effect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction that anyone can access.  Because the auction has allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8347</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8347"/>
		<updated>2007-12-28T07:51:56Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Comparisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Current&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Auction&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Stall&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8346</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8346"/>
		<updated>2007-12-28T07:51:31Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Comparisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Current&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
|&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Auction&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Stall&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
|&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Current===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
&lt;br /&gt;
===Auction===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
&lt;br /&gt;
===Stalls===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8345</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8345"/>
		<updated>2007-12-28T07:48:27Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | System&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Pros&lt;br /&gt;
! style=&amp;quot;text-align: left; background-color: rgb(240,240,240);&amp;quot; | Cons&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Current===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
&lt;br /&gt;
===Auction===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
&lt;br /&gt;
===Stalls===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8344</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8344"/>
		<updated>2007-12-28T07:44:39Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==A New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
===Current===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Difficult to abuse&lt;br /&gt;
*Very personal, creates relationships&lt;br /&gt;
*Fairly simple&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*Difficult to display your items to the public&lt;br /&gt;
*Little competition between buyers for an item&lt;br /&gt;
*Difficult for buyers to locate items for sale&lt;br /&gt;
&lt;br /&gt;
===Auction===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
*Easy to sell items, and easy for buyers to find items&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
*Impersonal, feels similar to ebay&lt;br /&gt;
&lt;br /&gt;
===Stalls===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
*Fairly personal, you feel like you are doing business with a person&lt;br /&gt;
*Difficult for buyers to find items&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8343</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8343"/>
		<updated>2007-12-28T07:37:07Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Current System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money between the players.&lt;br /&gt;
&lt;br /&gt;
==New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
===Auction===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
&lt;br /&gt;
===Stalls===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8342</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8342"/>
		<updated>2007-12-28T07:36:12Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money from player A to player B.&lt;br /&gt;
&lt;br /&gt;
==New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
===Auction===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
&lt;br /&gt;
===Stalls===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Creates a realistic trade environment&lt;br /&gt;
*Focuses on the accomplishments of the player&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*Crowded areas can cause lag&lt;br /&gt;
*Requires users to be logged in to sell items&lt;br /&gt;
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8341</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8341"/>
		<updated>2007-12-28T07:34:55Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Auction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money from player A to player B.&lt;br /&gt;
&lt;br /&gt;
==New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
===Auction===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*A single database can hold all the items&lt;br /&gt;
*It is difficult to abuse an auction system&lt;br /&gt;
*All items can be seen inside a single window&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*The focus is removed from the players and put on items&lt;br /&gt;
*Trade areas become useless because everything just a click away&lt;br /&gt;
&lt;br /&gt;
===Stalls===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
Creates a realistic trade environment&lt;br /&gt;
Focuses on the accomplishments of the player&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
Crowded areas can cause lag&lt;br /&gt;
Requires users to be logged in to sell items&lt;br /&gt;
Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8340</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8340"/>
		<updated>2007-12-28T07:33:50Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* New System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money from player A to player B.&lt;br /&gt;
&lt;br /&gt;
==New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;br /&gt;
&lt;br /&gt;
===Auction===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
A single database can hold all the items&lt;br /&gt;
It is difficult to abuse an auction system&lt;br /&gt;
All items can be seen inside a single window&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
The focus is removed from the players and put on items&lt;br /&gt;
Trade areas become useless because everything just a click away&lt;br /&gt;
&lt;br /&gt;
===Stalls===&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
Creates a realistic trade environment&lt;br /&gt;
Focuses on the accomplishments of the player&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
Crowded areas can cause lag&lt;br /&gt;
Requires users to be logged in to sell items&lt;br /&gt;
Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8339</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8339"/>
		<updated>2007-12-28T07:28:49Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Current System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current System==&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money from player A to player B.&lt;br /&gt;
&lt;br /&gt;
==New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8338</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8338"/>
		<updated>2007-12-28T07:28:41Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* New System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Current System===&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money from player A to player B.  &lt;br /&gt;
&lt;br /&gt;
==New System==&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  There are pros and cons of each of these types of systems.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8337</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8337"/>
		<updated>2007-12-28T07:27:58Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Trade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Current System===&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money from player A to player B.  &lt;br /&gt;
&lt;br /&gt;
===New System===&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8336</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Trade&amp;diff=8336"/>
		<updated>2007-12-28T07:27:22Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Trade ==&lt;br /&gt;
&lt;br /&gt;
===Current System===&lt;br /&gt;
&lt;br /&gt;
The current trade system requires a player to select another player by clicking on them to initiate a trade.  A(n) item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can they click the trade button to complete the trade.  This will move item(s) and/or money from player A to player B.  &lt;br /&gt;
&lt;br /&gt;
===New System===&lt;br /&gt;
&lt;br /&gt;
While the current system is a simple and effective way to complete a single trade, there will one day be need for a more effective trade system that allows a player to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:System_requirements&amp;diff=7760</id>
		<title>Archive:System requirements</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:System_requirements&amp;diff=7760"/>
		<updated>2007-10-24T09:05:50Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Performance chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General guideline ==&lt;br /&gt;
&lt;br /&gt;
The system requirements of TMW, as with any game, hugely depend on the kind of framerate you want. In general, you should be fine with a more or less recent (year 2001 and later) 3D accelerator card when running the OpenGL version. The software/SDL version probably heavily depends on your processor speed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Processor Speed:&#039;&#039;&#039; 1 Ghz&lt;br /&gt;
* &#039;&#039;&#039;RAM Memory:&#039;&#039;&#039; 64 MB&lt;br /&gt;
* &#039;&#039;&#039;Hard Disk Space:&#039;&#039;&#039; ~25 MB&lt;br /&gt;
* &#039;&#039;&#039;Operating System:&#039;&#039;&#039; Windows, GNU/Linux or MacOS X&lt;br /&gt;
&lt;br /&gt;
== Performance chart ==&lt;br /&gt;
&lt;br /&gt;
Here is a list of systems and the respective framerate with TMW. Feel free to add a line of your own, add comments if you like or necessary. We need especially more data about FPS on lower end machines, and it would also be nice to see changes in framerate on the same machine with different versions of TMW.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Processor&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Memory&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Video&amp;amp;nbsp;Card&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | OS&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | TMW&amp;amp;nbsp;Version&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Frame&amp;amp;nbsp;Rate&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Comments&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kohan&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron 500 Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 192 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 3D Rage Pro 4&amp;amp;nbsp;MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Win98 SE&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | NON-FUNCTIONAL&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yes, 4 MB Video.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot;| [[User:ElvenProgrammer|ElvenProgrammer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pentium4 2.53&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 9200se 128 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | WinXP Home SP2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21/01/2006&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 68&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AthlonXP-M&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 256 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 9200gp 64 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ubuntu 5.10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21/01/2006&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:ilgufo|ilgufo]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon XP-M 2400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Savage 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid kernel 2.6.16.5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.20svn&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | hijjt&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Athlon XP 2200Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI X800 Pro AGP (fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gentoo ~x86 2.6.17&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1225&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[User:BjÃ¸rn|BjÃ¸rn]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | AthlonXP 1.6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GF 2MX 64 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | ArchLinux/2.6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 04/07/2005&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radeon&amp;amp;nbsp;8500&amp;amp;nbsp;(fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 07/14/2005&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radeon&amp;amp;nbsp;9700&amp;amp;nbsp;(fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Burger|Burger]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1024 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 6800GT 256MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows XP, SP-2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.17&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 700+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Doener|Doener]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 4400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2048 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 6600 256MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gentoo Linux - Kernel 2.6.15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.18.1+ (cvs)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 300-600&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bahamut81&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 7600 GT 256MB (proprietary drivers)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kubuntu 6.10 RC&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22svn&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 640 (town), 400 (desert)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Dargeloz|Dargeloz]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron (Mendocino) 333Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 196 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SiS 620 (Onboard Chipset) 8MB shared&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slackware GNU/Linux 11.0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~10 Windowed, ~12 Fullscren&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, OverlayDetail=0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| [[User:Crush|Crush]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| Athlon XP 2400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| 256 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| GeForce2 MX 200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| Windows XP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| 0.0.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 98&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, sandstorm off&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, sandstorm on&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 33&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, sandstorm off&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 18&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, sandstorm on&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | dmang&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon XP 1700+ (1467Mhz)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Velocity 4400 16MB (TNT2)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows 2000 SP4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~30 in town, ~15 in sandstorm&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | pseudoXh4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Core Duo (Yonah) (686-class), 1733.51 MHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel 950GMA&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | NetBSD-current (Jan. 15 build)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~51fps in sandstorm, ~130fps in town&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Blamoo|Blamoo]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GenuineIntel x86 Family 6 Model 11 Stepping 1 1090 MHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 192MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SIS AG315E-32&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows 98 SE + Revpack Lite 6 + Win98SE Unofficial SP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25~30 FPS in sandstorm, 30~50FPS in Tulimshar&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL, 200 kbps&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | trapdoor&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Core2Duo 2.1ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 1024 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATi Radeon X1600 Pro&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | MacOS X 10.4.9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 0.1.0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Unknown&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | PowerPC G4 1.5Ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATi Radeon 9700 Pro&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27-30 fps&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Zzl7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron 1.7 Ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ati Radeon 9200 SE [Xorg Driver]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid - 2.6.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23-1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60FPS&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | QOAL&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 1.1 GHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce FX 5500 128 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows XP Pro SP2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 37-38 FPS in sandstorm, 75 FPS in town.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed (800x600), OpenGL, Full overlays&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Dr Wahl|Dr Wahl]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 4200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Geforce 7900GS&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid 2.6.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~175 Windowed, ~190 Fullscreen&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, Full overlays, installed via debian repo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[User:Falcata|Bobby Jim]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Pentium III 450mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 256mb&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | nVidia Riva TNT2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Fedora Linux 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 15~20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, Software, Build Optimized for Pentium III&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:System_requirements&amp;diff=7759</id>
		<title>Archive:System requirements</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:System_requirements&amp;diff=7759"/>
		<updated>2007-10-24T09:03:44Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Performance chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General guideline ==&lt;br /&gt;
&lt;br /&gt;
The system requirements of TMW, as with any game, hugely depend on the kind of framerate you want. In general, you should be fine with a more or less recent (year 2001 and later) 3D accelerator card when running the OpenGL version. The software/SDL version probably heavily depends on your processor speed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Processor Speed:&#039;&#039;&#039; 1 Ghz&lt;br /&gt;
* &#039;&#039;&#039;RAM Memory:&#039;&#039;&#039; 64 MB&lt;br /&gt;
* &#039;&#039;&#039;Hard Disk Space:&#039;&#039;&#039; ~25 MB&lt;br /&gt;
* &#039;&#039;&#039;Operating System:&#039;&#039;&#039; Windows, GNU/Linux or MacOS X&lt;br /&gt;
&lt;br /&gt;
== Performance chart ==&lt;br /&gt;
&lt;br /&gt;
Here is a list of systems and the respective framerate with TMW. Feel free to add a line of your own, add comments if you like or necessary. We need especially more data about FPS on lower end machines, and it would also be nice to see changes in framerate on the same machine with different versions of TMW.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Processor&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Memory&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Video&amp;amp;nbsp;Card&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | OS&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | TMW&amp;amp;nbsp;Version&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Frame&amp;amp;nbsp;Rate&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Comments&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kohan&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron 500 Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 192 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 3D Rage Pro 4&amp;amp;nbsp;MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Win98 SE&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | NON-FUNCTIONAL&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yes, 4 MB Video.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot;| [[User:ElvenProgrammer|ElvenProgrammer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pentium4 2.53&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 9200se 128 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | WinXP Home SP2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21/01/2006&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 68&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AthlonXP-M&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 256 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 9200gp 64 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ubuntu 5.10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21/01/2006&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:ilgufo|ilgufo]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon XP-M 2400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Savage 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid kernel 2.6.16.5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.20svn&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | hijjt&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Athlon XP 2200Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI X800 Pro AGP (fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gentoo ~x86 2.6.17&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1225&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[User:BjÃ¸rn|BjÃ¸rn]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | AthlonXP 1.6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GF 2MX 64 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | ArchLinux/2.6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 04/07/2005&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radeon&amp;amp;nbsp;8500&amp;amp;nbsp;(fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 07/14/2005&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radeon&amp;amp;nbsp;9700&amp;amp;nbsp;(fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Burger|Burger]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1024 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 6800GT 256MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows XP, SP-2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.17&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 700+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Doener|Doener]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 4400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2048 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 6600 256MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gentoo Linux - Kernel 2.6.15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.18.1+ (cvs)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 300-600&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bahamut81&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 7600 GT 256MB (proprietary drivers)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kubuntu 6.10 RC&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22svn&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 640 (town), 400 (desert)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Dargeloz|Dargeloz]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron (Mendocino) 333Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 196 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SiS 620 (Onboard Chipset) 8MB shared&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slackware GNU/Linux 11.0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~10 Windowed, ~12 Fullscren&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, OverlayDetail=0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| [[User:Crush|Crush]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| Athlon XP 2400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| 256 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| GeForce2 MX 200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| Windows XP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| 0.0.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 98&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, sandstorm off&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, sandstorm on&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 33&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, sandstorm off&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 18&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, sandstorm on&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | dmang&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon XP 1700+ (1467Mhz)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Velocity 4400 16MB (TNT2)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows 2000 SP4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~30 in town, ~15 in sandstorm&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | pseudoXh4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Core Duo (Yonah) (686-class), 1733.51 MHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel 950GMA&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | NetBSD-current (Jan. 15 build)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~51fps in sandstorm, ~130fps in town&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Blamoo|Blamoo]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GenuineIntel x86 Family 6 Model 11 Stepping 1 1090 MHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 192MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SIS AG315E-32&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows 98 SE + Revpack Lite 6 + Win98SE Unofficial SP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25~30 FPS in sandstorm, 30~50FPS in Tulimshar&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL, 200 kbps&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | trapdoor&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Core2Duo 2.1ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 1024 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATi Radeon X1600 Pro&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | MacOS X 10.4.9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 0.1.0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Unknown&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | PowerPC G4 1.5Ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATi Radeon 9700 Pro&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27-30 fps&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Zzl7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron 1.7 Ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ati Radeon 9200 SE [Xorg Driver]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid - 2.6.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23-1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60FPS&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | QOAL&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 1.1 GHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce FX 5500 128 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows XP Pro SP2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 37-38 FPS in sandstorm, 75 FPS in town.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed (800x600), OpenGL, Full overlays&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Dr Wahl|Dr Wahl]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 4200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Geforce 7900GS&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~175 Windowed, ~190 Fullscreen&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, Full overlays, installed via debian repo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[User:Falcata|Bobby Jim]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Pentium III 450mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 256mb&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | nVidia Riva TNT2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Fedora Linux 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 15~20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, Software, Build Optimized for Pentium III&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:System_requirements&amp;diff=7758</id>
		<title>Archive:System requirements</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:System_requirements&amp;diff=7758"/>
		<updated>2007-10-24T08:57:57Z</updated>

		<summary type="html">&lt;p&gt;Dr Wahl: /* Performance chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General guideline ==&lt;br /&gt;
&lt;br /&gt;
The system requirements of TMW, as with any game, hugely depend on the kind of framerate you want. In general, you should be fine with a more or less recent (year 2001 and later) 3D accelerator card when running the OpenGL version. The software/SDL version probably heavily depends on your processor speed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Processor Speed:&#039;&#039;&#039; 1 Ghz&lt;br /&gt;
* &#039;&#039;&#039;RAM Memory:&#039;&#039;&#039; 64 MB&lt;br /&gt;
* &#039;&#039;&#039;Hard Disk Space:&#039;&#039;&#039; ~25 MB&lt;br /&gt;
* &#039;&#039;&#039;Operating System:&#039;&#039;&#039; Windows, GNU/Linux or MacOS X&lt;br /&gt;
&lt;br /&gt;
== Performance chart ==&lt;br /&gt;
&lt;br /&gt;
Here is a list of systems and the respective framerate with TMW. Feel free to add a line of your own, add comments if you like or necessary. We need especially more data about FPS on lower end machines, and it would also be nice to see changes in framerate on the same machine with different versions of TMW.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Processor&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Memory&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Video&amp;amp;nbsp;Card&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | OS&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | TMW&amp;amp;nbsp;Version&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Frame&amp;amp;nbsp;Rate&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Comments&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kohan&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron 500 Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 192 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 3D Rage Pro 4&amp;amp;nbsp;MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Win98 SE&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | NON-FUNCTIONAL&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yes, 4 MB Video.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot;| [[User:ElvenProgrammer|ElvenProgrammer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pentium4 2.53&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 9200se 128 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | WinXP Home SP2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21/01/2006&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 68&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AthlonXP-M&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 256 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 9200gp 64 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ubuntu 5.10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21/01/2006&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:ilgufo|ilgufo]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon XP-M 2400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Savage 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid kernel 2.6.16.5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.20svn&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | hijjt&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Athlon XP 2200Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI X800 Pro AGP (fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gentoo ~x86 2.6.17&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1225&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[User:BjÃ¸rn|BjÃ¸rn]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | AthlonXP 1.6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GF 2MX 64 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | ArchLinux/2.6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 04/07/2005&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radeon&amp;amp;nbsp;8500&amp;amp;nbsp;(fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 07/14/2005&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radeon&amp;amp;nbsp;9700&amp;amp;nbsp;(fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Burger|Burger]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1024 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 6800GT 256MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows XP, SP-2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.17&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 700+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Doener|Doener]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 4400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2048 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 6600 256MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gentoo Linux - Kernel 2.6.15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.18.1+ (cvs)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 300-600&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bahamut81&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 7600 GT 256MB (proprietary drivers)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kubuntu 6.10 RC&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22svn&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 640 (town), 400 (desert)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Dargeloz|Dargeloz]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron (Mendocino) 333Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 196 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SiS 620 (Onboard Chipset) 8MB shared&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slackware GNU/Linux 11.0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~10 Windowed, ~12 Fullscren&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, OverlayDetail=0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| [[User:Crush|Crush]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| Athlon XP 2400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| 256 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| GeForce2 MX 200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| Windows XP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| 0.0.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 98&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, sandstorm off&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, sandstorm on&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 33&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, sandstorm off&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 18&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, sandstorm on&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | dmang&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon XP 1700+ (1467Mhz)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Velocity 4400 16MB (TNT2)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows 2000 SP4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~30 in town, ~15 in sandstorm&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | pseudoXh4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Core Duo (Yonah) (686-class), 1733.51 MHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel 950GMA&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | NetBSD-current (Jan. 15 build)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~51fps in sandstorm, ~130fps in town&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Blamoo|Blamoo]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GenuineIntel x86 Family 6 Model 11 Stepping 1 1090 MHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 192MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SIS AG315E-32&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows 98 SE + Revpack Lite 6 + Win98SE Unofficial SP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25~30 FPS in sandstorm, 30~50FPS in Tulimshar&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL, 200 kbps&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | trapdoor&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Core2Duo 2.1ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 1024 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATi Radeon X1600 Pro&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | MacOS X 10.4.9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 0.1.0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Unknown&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | PowerPC G4 1.5Ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATi Radeon 9700 Pro&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27-30 fps&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Zzl7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron 1.7 Ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ati Radeon 9200 SE [Xorg Driver]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid - 2.6.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23-1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60FPS&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | QOAL&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 1.1 GHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce FX 5500 128 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows XP Pro SP2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 37-38 FPS in sandstorm, 75 FPS in town.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed (800x600), OpenGL, Full overlays&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Dr Wahl|Dr Wahl]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 4200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Geforce 7900GS&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~60 Windowed, ~60 Fullscreen&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, Full overlays, installed via debian repo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[User:Falcata|Bobby Jim]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Pentium III 450mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 256mb&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | nVidia Riva TNT2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Fedora Linux 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 15~20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, Software, Build Optimized for Pentium III&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dr Wahl</name></author>
	</entry>
</feed>