I have been using MySQL since 2004, and have taken classes involving databases, including data mining and relational database design and maintenance.Zelknolf wrote:So the questions I should've asked in the first place, what with it being the stuff I would have to do work for:
How good are you with the technical side of PA work? When it comes to investigations, for example, how many of your own queries will you be writing and how much will you be leaning on others for help when, for example, trying to place an order of events from logs after getting conflicting reports from players?
I have a strong relationship with the Tech Team, and am (as I hope should be obvious by now) technically competent.
Such a system would be possible, yes. Prevention and curving would be the easiest methods to implement. I outlined a bit previously. Say we have a time frame, and a set number of experience (ideally modified by level) that a player should earn. With static content, we could prevent the player from turning in or updating quests (by, say, having the NPC say he's busy). Failing that we can heavily curve XP gains (both with statics and XP), depleting them down to nothing if needed. The individual numbers just have to be discussed and worked out. I'm confident that a solution can be found that puts a minimal workload on module builders and helps reduce the number of powergaming/farming complaints by preventing rather than sudden persecution.Zelknolf wrote:And do you believe there is a reward system (specifically static XP and wealth) that can make the benefits of farming trivial enough that you wouldn't bother to enforce? Related to as much, do you believe that opportunity cost can be implemented well enough that the benefits of powergaming would be triival enough that you wouldn't bother to enforce? If either is a yes, what would that look like?
I am very much interested in reading what Dan was focusing on, and (unless I notice some glaring errors) seeing it read maturation.