|2021/08/23 20:04, Neamir:|| |
|The following seems like a very plausible hypothesis which would explain the issues reported above by Elizalde and Nazgum:
- A given room, R, in MUME might have many 'instances' of tracks left, T1, T2, T3, T4, T5, ..., with T1 more recently left than T2, etc.
- When you enter the room and type 'track' or 'where' command, basically the code iterates through all those tracks T1, T2, T3, T4, and there is a diceroll to see if you 'detect' each instance. Obviously the better your track skill (and other factors) determines the odds of the diceroll succeeding. This (sequence of dicerolls models) seems to be the case to me, because when you have a character with low track like 75% or 80%, it feels like you get a random subselection of all the tracks in the room, and even re-tracking in the room can show different results. So there is some dynamic chance for each track instance Tx. Of course, more recent tracks are more easy to detect as well.
- So let's say you enter a room and that there are rohirrim tracks T3, T4, T5 going back and forth. You type 'track', and maybe you lose the dice roll on T3, but you see T4 and T5. Then you pursue the direction of T4, missing out on the more recent track T3. So you think the most direct is west, but really it was east which you missed.
- As Elestir suspects, probably when you are pursuing a certain track into the room you are more likely to find T3 (most recent track in this case) successfully, for continuity. But when walking into a new room with no pursuit in progress, it's just the dice roll effect.
This seems reasonable to me?