From no-reply_wiki at metalforge.org Sun Jan 2 05:30:17 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 02 Jan 2011 05:30:17 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:ryo Message-ID: <1293967817.301927.1903.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/02 05:30 User : ryo Edit Summary: link, update @@ -1,6 +1,8 @@ Name on IRC: Nicolas - Can be found on [[servers:metalforge|MetalForge]], under the nick //Kaori// + Can be found on [[servers:metalforge|MetalForge]], under the nick //Kaori//, on Invidious as //Ghusta//, //Kaori//, //Kasmir//. + + Balance ideas: [[user:ryo:balance]] my to-do list: [[user:ryo:todo]] IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/user:ryo?rev=1273325713 New Revision: http://wiki.metalforge.net/doku.php/user:ryo -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Jan 2 05:28:51 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 02 Jan 2011 05:28:51 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: user:ryo:balance Message-ID: <1293967731.605544.1898.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/02 05:28 User : ryo Edit Summary: created ==== Spells ==== * for each spell, define a base spell, and how parameters like damage, radius, duration are adjusted by level * for each parameter type, define modifier words, like ''small'', ''large'', ''quick'', ''long'', ''strong'', ''weak'' * let the player specify modifiers when casting * parameters have a weight, modified by the previous words, those weight define the level repartition between parameters Example with fireball, level 1 spell: * base damage 1, base radius 1, base duration 1 (arbitrary units) * damage: 3 per level * duration: 1 per 3 levels * radius: 1 per level Thus fireball has 3 adjustement variables. At level 10 (9 levels over base level), the fireball can be: ^ modifier ^ damage weight ^ duration weight ^ radius weight ^ damage ^ duration ^ radius ^ | (none) | 5 | 5 | 5 | 1 + (9 * (5/15)) * 3 = 10 | 1 + (9 * (5/15)) * 1/3 = 2 | 1 + (9 * (5/15)) * 1 = 4 | | small | 5 | 5 | 0 | 1 + (9 * (5/10)) * 3 = 14 | 1 + (9 * (5/10)) * 1/3 = 2 | 1 + (9 * (0/15)) * 1 = 1 | | long | 5 | 9 | 5 | 1 + (9 * (5/19)) * 3 = 8 | 1 + (9 * (9/19)) * 1/3 = 2 | 1 + (9 * (5/19)) * 1 = 3 | | longest | 5 | 100 | 5 | 1 + (9 * (5/110)) * 3 = 3 | 1 + (9 * (100/110)) * 1/3 = 4 | 1 + (9 * (5/110)) * 1 = 1 | | strong | 9 | 5 | 5 | 1 + (9 * (9/19)) * 3 = 14 | 1 + (9 * (5/19)) * 1/3 = 2 | 1 + (9 * (5/19)) * 1 = 3 | | strongest | 100 | 5 | 5 | 1 + (9 * (100/110)) * 3 = 26 | 1 + (9 * (5/110)) * 1/3 = 1 | 1 + (9 * (5/110)) * 1 = 1 | | quick strong | 9 | 0 | 5 | 1 + (9 * (9/14)) * 3 = 18 | 1 + (9 * (0/14)) * 1/3 = 1 | 1 + (9 * (5/14)) * 1 = 4 | and so on. Modifiers can be combined (''quick strong'' for instance). List of modified should be correctly defined (suggestion: 4 modifiers per parameter, weakest / weak / strong / strongest) ==== Resistances and attacks ==== * define exactly what effects the attacktypes have: * chaos? * magic? * cold: slow a monster? make ground slippery? * fire: melt armors? * define what effect the associated resistance, if it exists, has: reduce effect? reduce damage? cancel effect? * decide which attacks apply to arrows: draining? what about spells like transference on arrows? ==== Monsters and players ==== * define player evolution when leveling: how does hp go up? what is the constitution bonus's impact? * for dragon players, how do ac go up? wc? * what is the expected resistances of a level 5 player? level 10? level 50? level 110? * from all that, balance armors and weapons, including item power * scale up item power, what about values at 30? * define wc for bows and missile weapons * define monster leveling up rules: how many hps to gain? what about hp regeneration? * define some level 1 monsters, apply the leveling rules to create higher level monsters ; assume eg an archangel is a levelled up cherub, see what happens, adjust * specify rules for special attacks: poisoning, confusion or paralysis at low level are more dangerous than mere fire attacks, but at high level they are less dangerous * decide maximum reachable resistances: can a player have resistances in all attacks? * extract enough code to be able to simulate player vs monster fights ; this should take into account items the monster can have through treasures (if the monster has an ac of 1 but always an armor ac 3 in treasure, then that should count) ; check existing monsters ==== Maps, items, skills ==== * check special items and monsters on maps against the previous rules * balance alchemy-like things: what level should one be to make an item? take into account ingredients' difficulty * create quests to gain skills, instead of skill scrolls * create "big" quests lines, like the royalty in Scorn * use quests to introduce the game, the rules, the background story ==== Random ideas ==== * make artifacts on-the-fly archetypes during server load, save them as "real objects" ; this enables changing them and impact the existing ones in-game ; balance artifacts with previous rules IP-Address : 82.236.87.204 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/user:ryo:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Tue Jan 4 12:14:12 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 04 Jan 2011 12:14:12 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: crossfire_traffic Message-ID: <1294164852.995683.19906.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/04 12:14 User : leaf Edit Summary: Updated SVN traffic summary for December-2010 @@ -9,8 +9,9 @@ ==== December 2010 ==== * Fix issue with the DM command so one can now use the add experience to the sense curse and sense magic skills (r14149) * Shop headers now apply to small shops found on random maps (r14208) + * Glowing crystals found in random maps now work again (r14219) ==== November 2010 ==== * Bug fix - prevent stealing of unpaid items from certain shop maps * Fix broken magic map spell for use on small maps IP-Address : 65.193.16.100 Old Revision: http://wiki.metalforge.net/doku.php/crossfire_traffic?rev=1293495003 New Revision: http://wiki.metalforge.net/doku.php/crossfire_traffic -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Jan 8 13:01:52 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 08 Jan 2011 13:01:52 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: crossfire_traffic Message-ID: <1294513312.549022.5714.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/08 13:01 User : ryo Edit Summary: update @@ -5,8 +5,11 @@ ===== Changes to be merged ===== Please put most recent on bottom for month. Unless specified otherwise, changes are in [[trunk]] only. + + ==== January 2011 ==== + * Fix and improve fountains in random maps (r14224 and r14225) ==== December 2010 ==== * Fix issue with the DM command so one can now use the add experience to the sense curse and sense magic skills (r14149) * Shop headers now apply to small shops found on random maps (r14208) IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/crossfire_traffic?rev=1294164848 New Revision: http://wiki.metalforge.net/doku.php/crossfire_traffic -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Jan 8 14:49:36 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 08 Jan 2011 14:49:36 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: crossfire_traffic Message-ID: <1294519776.861588.6003.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/08 14:49 User : ryo Edit Summary: update @@ -8,8 +8,9 @@ Unless specified otherwise, changes are in [[trunk]] only. ==== January 2011 ==== * Fix and improve fountains in random maps (r14224 and r14225) + * fix boots of mobility (r14227) ==== December 2010 ==== * Fix issue with the DM command so one can now use the add experience to the sense curse and sense magic skills (r14149) * Shop headers now apply to small shops found on random maps (r14208) IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/crossfire_traffic?rev=1294513304 New Revision: http://wiki.metalforge.net/doku.php/crossfire_traffic -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Mon Jan 10 21:40:58 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Mon, 10 Jan 2011 21:40:58 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:kbulgrien Message-ID: <1294717258.009879.19106.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/10 21:40 User : Edit Summary: Fix install command. @@ -427,14 +427,15 @@ Package Version Release Arch libgd-devel 2.0.35 14mdv2010.1 x86_64 libxpm-devel 3.5.8 2mdv2010.1 x86_64 Proceed with the installation of the 2 packages? (Y/n) y + ====CRE (Server)==== CRE needs qmake: - $ sudo libqt4-devel + $ sudo urpmi libqt4-devel To satisfy dependencies, the following packages are going to be installed: Package Version Release Arch lib64asyncns-devel 0.8 1mdv2010.1 x86_64 lib64avahi-client-devel 0.6.25 5mdv2010.1 x86_64 IP-Address : 64.217.180.12 Old Revision: http://wiki.metalforge.net/doku.php/user:kbulgrien?rev=1282882782 New Revision: http://wiki.metalforge.net/doku.php/user:kbulgrien -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Mon Jan 17 23:37:58 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Mon, 17 Jan 2011 23:37:58 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: serverhosting:hosting_a_crossfire_server Message-ID: <1295329078.241600.4359.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/17 23:37 User : Edit Summary: update firewall information for servers. @@ -14,9 +14,9 @@ * Enough and fast enough bandwidth (it's mostly upload speed that you are concerned about) * One should estimate 10kbps down (in) and 20kbps up (out) per user (kbps = kilo bits per second) * More bandwidth is of course better - even if not constantly being used, just so that the bursts of data get delivered faster * Have an ISP allows for server hosting - * Network security to allow remote connections (aka, tweaked firewall rules) and communication to the metaserver(s) + * Network security to allow remote connections (aka, tweaked firewall rules) and communication to the metaserver(s). The server runs on port 13327 - if you have a firewall, it will need to allow that port for incoming connections, and if you are running NAT, you will need to make sure that the connection to port 13327 gets routed to the correct server. For metaserver2 updates, it is an outgoing connection to standard HTTP port (80), so very few firewalls should block it. * NOTE: Make sure the hostname is a Fully Qualified Domain Name (FQDN), otherwise there will be connections issues within the Crossfire client ===== Post Deployment ===== IP-Address : 173.228.106.246 Old Revision: http://wiki.metalforge.net/doku.php/serverhosting:hosting_a_crossfire_server?rev=1210977889 New Revision: http://wiki.metalforge.net/doku.php/serverhosting:hosting_a_crossfire_server -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Mon Jan 17 23:45:19 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Mon, 17 Jan 2011 23:45:19 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: serverhosting:hosting_a_crossfire_server Message-ID: <1295329519.189823.4375.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/17 23:45 User : mwedel Edit Summary: give more specific example of file to update. @@ -16,19 +16,21 @@ * More bandwidth is of course better - even if not constantly being used, just so that the bursts of data get delivered faster * Have an ISP allows for server hosting * Network security to allow remote connections (aka, tweaked firewall rules) and communication to the metaserver(s). The server runs on port 13327 - if you have a firewall, it will need to allow that port for incoming connections, and if you are running NAT, you will need to make sure that the connection to port 13327 gets routed to the correct server. For metaserver2 updates, it is an outgoing connection to standard HTTP port (80), so very few firewalls should block it. * NOTE: Make sure the hostname is a Fully Qualified Domain Name (FQDN), otherwise there will be connections issues within the Crossfire client + ===== Post Deployment ===== After your server and network is setup and configured, there are additional steps to consider. * Become very, very familiar with the DM commands and how to use them - * Edit and update the MOTD (Message of the Day) information - * Edit and update the Server Rules file + * Most of the files referenced below are in the //installtoot///etc/crossfire directory - for example, if you used -prefix=/usr/games on the configure step, these would be in /usr/games/etc/crossfire. + * Edit and update the MOTD (Message of the Day) information (filename motd) + * Edit and update the Server Rules file (filename rules) * As an example, if you want to ban players who exploit bugs, PK other players, disrupt gameplay for others, etc. - say so in the server rules file so if/when something like this happens you can take action and avoid the long "debate" afterwards - * Edit and update the Server News file - players like to know about new maps, bug fixes, special events, etc. + * Edit and update the Server News file - players like to know about new maps, bug fixes, special events, etc. (filename news) * Consider limiting how many guilds are initially available * This will prevent a player or small group of players from buying all the guilds at once * This helps to make sure guilds will be available for new players who join your server later on * Have access to the server firewall rules for the extremely problematic player(s) and/or network(s) IP-Address : 173.228.106.246 Old Revision: http://wiki.metalforge.net/doku.php/serverhosting:hosting_a_crossfire_server?rev=1295329076 New Revision: http://wiki.metalforge.net/doku.php/serverhosting:hosting_a_crossfire_server -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Tue Jan 18 00:06:53 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 18 Jan 2011 00:06:53 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: serverhosting:hosting_a_crossfire_server Message-ID: <1295330813.465071.5445.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/18 00:06 User : mwedel Edit Summary: add information for settings and metaserver2 file. @@ -16,8 +16,9 @@ * More bandwidth is of course better - even if not constantly being used, just so that the bursts of data get delivered faster * Have an ISP allows for server hosting * Network security to allow remote connections (aka, tweaked firewall rules) and communication to the metaserver(s). The server runs on port 13327 - if you have a firewall, it will need to allow that port for incoming connections, and if you are running NAT, you will need to make sure that the connection to port 13327 gets routed to the correct server. For metaserver2 updates, it is an outgoing connection to standard HTTP port (80), so very few firewalls should block it. * NOTE: Make sure the hostname is a Fully Qualified Domain Name (FQDN), otherwise there will be connections issues within the Crossfire client + ===== Post Deployment ===== @@ -29,14 +30,29 @@ * Edit and update the MOTD (Message of the Day) information (filename motd) * Edit and update the Server Rules file (filename rules) * As an example, if you want to ban players who exploit bugs, PK other players, disrupt gameplay for others, etc. - say so in the server rules file so if/when something like this happens you can take action and avoid the long "debate" afterwards * Edit and update the Server News file - players like to know about new maps, bug fixes, special events, etc. (filename news) + * Look over the settings (filename settings) + * The default settings file will work just fine, and is most supported + * The file controls many aspects of play - permadeath or not, number of starting stat points, etc. + * If running a public server, you will most likely want to advertise your server via the metaserver (filename metaserver2) + * metaserver 1 (in settings file) is obsolete + * metaserver2 file is will documented and should be pretty clear. localhostname is critical, and it must resolve to the IP address from which the update originates. This means that if you have a NAT router, it will need to resolve to the router. + * metaserver2_notification must be changed from off to on. + * The server sends an update to the metaserver every minutes - if you do not see your server immediately, wait 5 minutes. + * If after 5 minutes, updates are still not happening, check the logs - messages should be generated. + * If curl is not installed on your system, metaserver2 updates will not happen, but the server will print a message stating the curl is missing. + * If localhostname does not match the IP address that metaserver2 sees the request coming from, it will send a message to the server but not add it. + * It is possible your subnet has been blacklisted from the metaserver - this is highly unlikely, but could result if another user from that same address block or ISP was abusing metaserver2 update policy. * Consider limiting how many guilds are initially available * This will prevent a player or small group of players from buying all the guilds at once * This helps to make sure guilds will be available for new players who join your server later on + * FIXME: More information on how to do this is probably desirable * Have access to the server firewall rules for the extremely problematic player(s) and/or network(s) * Unfortunately, it's advised that you learn how to block (ban) networks and subnets * Much of this can be done in game while in DM mode (command: banish) but sometimes attacks are too widespread or not coming from player(s) from within the game + * The ban_file (filename ban_file) can be used to ban certain IP addresses or IP ranges - this may be easier than modifying firewall rules. Note that the check is done at connection time, so would not cause players already connected to get dropped. + * Some of the above file changes will take effect immediately, while others require the server to restart before they take effect. ===== Technical Recommendations ===== IP-Address : 173.228.106.246 Old Revision: http://wiki.metalforge.net/doku.php/serverhosting:hosting_a_crossfire_server?rev=1295329517 New Revision: http://wiki.metalforge.net/doku.php/serverhosting:hosting_a_crossfire_server -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Tue Jan 18 00:23:03 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 18 Jan 2011 00:23:03 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: serverhosting:hosting_a_crossfire_server Message-ID: <1295331783.426904.5466.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/18 00:23 User : mwedel Edit Summary: add information about crossloop. @@ -51,16 +51,24 @@ * Unfortunately, it's advised that you learn how to block (ban) networks and subnets * Much of this can be done in game while in DM mode (command: banish) but sometimes attacks are too widespread or not coming from player(s) from within the game * The ban_file (filename ban_file) can be used to ban certain IP addresses or IP ranges - this may be easier than modifying firewall rules. Note that the check is done at connection time, so would not cause players already connected to get dropped. * Some of the above file changes will take effect immediately, while others require the server to restart before they take effect. + ===== Technical Recommendations ===== - * FIXME - using crossloop script or monit for automatically restarting after crashes + * crossloop (//prefix///bin/crossloop) can be used to automatically restart crossfire if the program crashes. + * It stores the core files in the current directory, so this should be run from the directory you want to store those core files. + * crossloop.web is similar to crossloop, but also e-mails a stack trace and makes data available on the web. To use, some variables at the top of the file need to be changed. Note that make install will overwrite this file, so you will want to make a copy of it. + * The script files assume that the core file will just be called **core**. If the name is different, eg, core.//pid//, crossloop will not be able to properly save the core files (but the fact that the name is fairly unique does mean it is less likely they will be overwritten) + * To start, do 'cd somedir; nohup /path/to/crossloop &' - note that different shells may nohup by default - somedir is where you want all the core files to be. + * This does not start the crossfire server in case of OS reboot. Crossfire does not include a script that does this, but generally, it is not hard to write one - just make sure it su's to the appropriate user before running. * FIXME - core dumps from crashes * FIXME - using munin for monitoring and tacking server resources, more of a server host or administration benefit * Have an automated and remote backup of player files and unique map files in case of hardware failure, data corruption or accident + * All crossfire files are text, so generally easy to back up and restore + * Since files are text, one can even attempt to repair damaged/corrupted files. ===== Other Recommendations ===== IP-Address : 173.228.106.246 Old Revision: http://wiki.metalforge.net/doku.php/serverhosting:hosting_a_crossfire_server?rev=1295330810 New Revision: http://wiki.metalforge.net/doku.php/serverhosting:hosting_a_crossfire_server -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Jan 21 15:51:18 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 21 Jan 2011 15:51:18 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: serverhosting:hosting_a_crossfire_server Message-ID: <1295646678.053194.20175.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/21 15:51 User : leaf Edit Summary: Web link for Munin @@ -51,8 +51,9 @@ * Unfortunately, it's advised that you learn how to block (ban) networks and subnets * Much of this can be done in game while in DM mode (command: banish) but sometimes attacks are too widespread or not coming from player(s) from within the game * The ban_file (filename ban_file) can be used to ban certain IP addresses or IP ranges - this may be easier than modifying firewall rules. Note that the check is done at connection time, so would not cause players already connected to get dropped. * Some of the above file changes will take effect immediately, while others require the server to restart before they take effect. + @@ -63,9 +64,9 @@ * The script files assume that the core file will just be called **core**. If the name is different, eg, core.//pid//, crossloop will not be able to properly save the core files (but the fact that the name is fairly unique does mean it is less likely they will be overwritten) * To start, do 'cd somedir; nohup /path/to/crossloop &' - note that different shells may nohup by default - somedir is where you want all the core files to be. * This does not start the crossfire server in case of OS reboot. Crossfire does not include a script that does this, but generally, it is not hard to write one - just make sure it su's to the appropriate user before running. * FIXME - core dumps from crashes - * FIXME - using munin for monitoring and tacking server resources, more of a server host or administration benefit + * FIXME - using Munin (http://munin-monitoring.org/) for monitoring and tacking server resources, more of a server host or administration benefit * Have an automated and remote backup of player files and unique map files in case of hardware failure, data corruption or accident * All crossfire files are text, so generally easy to back up and restore * Since files are text, one can even attempt to repair damaged/corrupted files. IP-Address : 65.193.16.100 Old Revision: http://wiki.metalforge.net/doku.php/serverhosting:hosting_a_crossfire_server?rev=1295331780 New Revision: http://wiki.metalforge.net/doku.php/serverhosting:hosting_a_crossfire_server -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Jan 21 15:53:58 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 21 Jan 2011 15:53:58 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: serverhosting:hosting_a_crossfire_server Message-ID: <1295646838.498617.20178.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/21 15:53 User : leaf Edit Summary: Typo correction -> installroot @@ -25,9 +25,9 @@ After your server and network is setup and configured, there are additional steps to consider. * Become very, very familiar with the DM commands and how to use them - * Most of the files referenced below are in the //installtoot///etc/crossfire directory - for example, if you used -prefix=/usr/games on the configure step, these would be in /usr/games/etc/crossfire. + * Most of the files referenced below are in the //installroot///etc/crossfire directory - for example, if you used -prefix=/usr/games on the configure step, these would be in /usr/games/etc/crossfire. * Edit and update the MOTD (Message of the Day) information (filename motd) * Edit and update the Server Rules file (filename rules) * As an example, if you want to ban players who exploit bugs, PK other players, disrupt gameplay for others, etc. - say so in the server rules file so if/when something like this happens you can take action and avoid the long "debate" afterwards * Edit and update the Server News file - players like to know about new maps, bug fixes, special events, etc. (filename news) IP-Address : 65.193.16.100 Old Revision: http://wiki.metalforge.net/doku.php/serverhosting:hosting_a_crossfire_server?rev=1295646675 New Revision: http://wiki.metalforge.net/doku.php/serverhosting:hosting_a_crossfire_server -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Mon Jan 31 00:49:15 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Mon, 31 Jan 2011 00:49:15 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:mwedel:skills Message-ID: <1296456556.184900.1797.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/31 00:49 User : mwedel Edit Summary: add notes about skills @@ -38,9 +38,9 @@ **Wizard Spellcasting** Just as it is now, but maybe skills get redone or merged some, but it basically represents the pyromancy, evocation, etc, skills. **Cleric Spellcasting** Basically they praying skill as it is now. - == Advancement == + === Advancement === Whenever a characters overall level goes up, they gain 10 AP (Note that the value 10 here is arbitrary, and in fact, would probably be a settings file variable - some servers could have a higher value to make things easier, and as it stands now, 10 may just be too low in any case). At any point after gaining that level, the player chooses how to spend those skills. Ideally, there is some nice interface for this. Unspent points can be carried over. @@ -50,15 +50,15 @@ The skill levels range from 1 to 100. Once a skill level reaches 100, it can not be advanced further, but the character likely has other skills they may want to advance. A cap on skill levels is necessary because as designers, it must be known the parameters one works within. For example, as damage goes up as weapon skill increases, a character that is level 1000 in a weapon skill may just do too much damage. If effects of the skill are spread out over the maximum level, one may find that there are large gaps with no bonuses. For example, if it is decided that at maximum weapon level, the character gets +20 damage, that means that if maximum level is 100, every 5 levels their damage increases - often enough to be a bonus the character notices. But if maximum level is 1000, then every 50 levels the characters damage increases by 1, which would be pretty insignificant, especially if that level 1000 maximum was put in place just to satisfy a few players who work to max out characters. However, I do not see any reason why a characters overall level can not be unlimited. Any form of bonuses (hit points, item power usage, etc) may also cap at level 100, but the character could continue to gain levels if they so desired to increase various skills. Given the costs and number of skills, it may be a character would have to be very high level before they would ever max out all their skills. - == New Characters == + === New Characters === I have not extensively thought about new character creation. It may be new characters get 20 or 30 AP points to populate some skills (exact value should be a setting). So the fighter could decide to increase the level of their weapon skills, etc. Note that a level 1 character would still be constrained by the 2*level cap for skills. It is conceivable that custom class builder could be designed that lets the character choose a couple skills at cost 3, a couple at cost 4, etc. Balancing that properly could be difficult - the player could properly decide that they will only use swords, so that is the cost 3 weapon skill, will only use pyromancy as second cost 3 skill, and take armor and praying as cost 4 skills - pretty much getting all benefits with no drawbacks. - == Why is this better? == + === Why is this better? === These opinions are purely my own, but I do think it has some advantages: * Classes now have more significance - choosing to be a fighter vs wizard has actual long term implications. However, this still does not prevent any class from learning other class skills. Note also that how much significance the classes has really depends on cost. If a server admin decides to, they could modify the archetypes and make all skills for all classes just cost 5, so there is no advantage/disadvantage. Tweaking the costs also would determine difference - instead of the 3/7 mix I have above, a 4/6 mix still has some advantage/disadvantage, but not nearly so much. @@ -66,9 +66,45 @@ * This //fixes// problem of experience gains for skills. Some skills right now do not gain experience easily - while this should be fixed, some skills just do not lend themselves all that easily for a balanced experience advance, either because they are skills that are infrequently used and would need to then give a very big (and seemingly out of proportion) experience reward when used, or the fact they may be considered too easy to use, and one does not want to give easy experience away. Using skills would still gain experience, but it would got to the characters overall experience total. * This adds more choices during advancement and can give some goals for players. This is purely personal opinion, but I prefer having choices to make about character advancement - I don't want to do it every minutes, but when gaining a level is fine. And if more effects are put in for skills (at level 20, I get a chance to stun opponents with the hammer), it gives more incentive for characters to get to those points. Within current skill system, there are things you gain, but in most cases, a character is not going to really do much about them - if a character is killing things with their pyromancy skill, it is unlikely they are going to switch to using another skill because of a bonus they may get 4 levels later. I will note that the choice here is little like dragon characters get to make choices on focus and slowly increase resistances, which may be one reason that is a more popular character. - == Loose Ends == + === Specific Skill Ideas === + + These ideas are actually independent of the revised advancement system, but since this page is **skills**, seems like a good place to put them. + + **Item Creation/Identification Skills** These are things like jewelery, smithery, bowyer, etc. The item creation aspect should get expanded so there are more easy things to create give minor amounts of experience (for example, smithing a dagger should not be a hard task). Identification of items should change - instead of there being a chance, it a straight level comparison - to identify a level 5 item, you need to be level 5 or greater in the appropriate skill. Non magical items would be level 1, each plus of an item might add one level, each 20% resistance adds one level, etc. Some formula could be determined for objects that do not have an item power setting. There are a few advantages of this: + + * The server no longer needs to track if an identification attempt was made on the object or not - either the character succeeded or not, and retrying will not work better since there is no random chance. + * Related to the above, a character can retry and perhaps succeed if they have increased the level in the skill. + * Items can be traded in hopes that the other character may be able to identify them. + * Right now, with current formula, even at low levels, characters can identify the vast majority of items. This would make that harder. + * Greater level difficult for items could give much greater rewards - completely reasonable that if you are able to identify a level 20 item, you get lots of experience - there are not going to be many such items about. + + In many ways, this would just have it work the same as literacy and reading books - either you are sufficient level to read it, or you are not - there is no chance involved. + + **Weapon Skills** + + One thought is to break down the weapon skills some - instead of the basic breakdown of one handed, 2 handed, and missile weapon (ignore the various hand to hand skills), do it more functionally - axes, clubs/maces/hammers, swords, spears, bows/crossbows. From the basic table above, it is likely that different classes may have a different mix on cost here. + + For example, fighters may be able to get all of those at cost 3. But clerics, following AD&D tradition, might be clubs/maces/hammers at cost 4 (they are still not as good as fighters), and the other weapon skills at cost 5, and perhaps some at cost 6. Paladins might get swordsmanship at cost 3, but higher cost for all the other skills - perhaps bow being cost 6, since paladins should really meet their foes in face to face combat. + + This revised system overall is based on AC/WC going away - that is too difficult to balance - otherwise, at some point, that level 20 (in weapon skill, but maybe level 40 overall) will just never hit something that the level 40 fighter (level 50 in weapon) is hitting. Now that level 20 character should be less effective in weapon, but that would be controlled by lower damage (30 level difference would be 6 damage) and weapon speed. Thus, it takes longer for that first character to kill the same creature as the fighter, but unless that creature has good regeneration, is still quite possible. + + In order to balance the system, one must think about what the advancement of the weapon skill is. Off the top of my head, this is what I've thought of - at first level, a character does damage around 10 @ speed 0.75. Weapon speed will peak at 2.0 - exactly when that happens could vary on a lot of factors - if the character is not wearing armor, they may get that speed much sooner, but there is clearly a disadvantage there. Weapon damage should peak around 25 for the weapon itself (note, there are many above that) - at first level, weapons the character is likely to find should be less than 10. A characters skill, at level 100, might give another 25 damage points, and strength 25 more. So that is a damage value of 75 @ 2.0 speed. That is a very big swing, but one also has to figure that at first level, the characters they are fighting have 0 armor, and at level 100, everything should have 75% armor. So that first level character 3.75 damage/tick on the actual creature, at level 100, the character would average 18.75 DPT to the actual creature - 5 times as much - but that opponent is also going to have a lot more hitpoints (probably closer to 10 times as many), so would take longer. + + Unfortunately, doing the math, a 1000 hp creature would be brought down in 53 ticks, or a bit under 7 creatures. IMO, such a creature should be epic (not a huge number of level 100 creatures about. Increasing armor or hit points would increase the time, but one should not have super well defended creatures. + + However, a lot of this is also based on character hit points - a high level character could have ~750 hit points if they really tried. I'd personally like to even out the con bonus so it is for all levels, not just the first 10 (a level 10 character with 30 con could conceivably have 500+ hp - how can one balance that when a more typical character is probably at ~120?). + + So if hit points is changed so that each level (all the way up to 100), they get a die roll of 1-10. So with lots of improvement potions, character now has 1000 hp from that. With maximum con, give them another 500 (5/level), for 1500 total. If one says it is reasonable for really tough (eg, epic boss creatures) to double character hit points, that give that creature 3000 hit points - now that is 160 ticks, or about 20 seconds, assuming creature has no regeneration, that character can constantly keep on the creature - not bad. + + One effect of evening out the hit points for characters is that it improves balance. The level 10 creature is likely to always have 130 hp or so (characters start with 30) - a high con will give them a few more vs low con, but not nearly so drastic as it is now. + + This is starting to get off topic from skills - main point was to try to determine a maximum damage rate for that maximum character with melee weapons - from there, one can then start to figure out what reasonable value for other spells are - for example, with an 18.75 DPT for melee weapon, one can also figure that a spell should do 18.75 DPT also at maximum level. + + A note on balance here (again) - if we assume the character has 1500 hit points, and that the DPT for unarmored is 75 (you go into an arena, or other person just attacks you), that is still 20 ticks (2.5 seconds) before you are dead - not a lot of time, but perhaps enough to do something. + + === Loose Ends === The examples here really just focused on the 3 main character archetypes (fighter, cleric, mage). Crossfire has many more than that, and I think this also helps them out. For example, with such a system, thieves may be better able to improve their thief like skills - they don't care how they get their experience, so if they are able to sneak around and get a surprise attack for extra damage bonus on a tough monster, it doesn't matter where the exp for that kill goes. @@ -76,12 +112,12 @@ Dragon characters probably get a different skill mix - for example, clawing and dragon armor may become skills they need to improve instead of armor being tied to overall level. These changes do not directly impact balance, except so far as the characters skill level relative to overall level may differ. But if the skills are properly defined for effects, eg, that at level 100 weapon skill, you get +20 damage bonus, one can work out appropriate power for other skills. For example, one could assume that a person with 100 weapon skill would need to be at least level 50, and so may have a weapon that does damage 20, have another 10 damage from strength, and attack speed could be defined as at best being 2.0. So that means that the character has damage 50 at speed 2.0, so would average 50 damage a tick (since damage is rolled as a random number from 1 to damage, and they get 2 attacks). So one could then figure a spell of similar level should also do 50 damage/tick, but one might lower that average for large area of effect spells. - == Wrapping Up == + === Wrapping Up === This page was mostly just to record some thoughts that have been bouncing around my head for a while. I don't know if/when it would ever get implemented. Mark Wedel January 2011 IP-Address : 173.228.106.112 Old Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skills?rev=1296282251 New Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skills -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Jan 30 12:44:40 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 30 Jan 2011 12:44:40 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: jxclient Message-ID: <1296413080.418782.30169.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/30 12:44 User : ryo Edit Summary: update @@ -2,9 +2,9 @@ * no tooltips on skill bars or in inventory * skill advancement isn't shown before you gain exp in the skill ; due to resizing not triggering update, probably? * overall experience bars sometimes flicker to white * chat window is all messages, there should be a way to switch like the previous client - * the first chat messages are split one word per line, they should be put back on one line + * the first chat messages are split one word per line, they should be put back on one line * ground view shows first item icon and name, it should show name and weight to be confirmed: * fonts size are not really taken into account IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/jxclient?rev=1296402103 New Revision: http://wiki.metalforge.net/doku.php/jxclient -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Jan 30 08:59:14 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 30 Jan 2011 08:59:14 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: jxclient Message-ID: <1296399554.586486.29434.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/30 08:59 User : ryo Edit Summary: update @@ -1,7 +1,7 @@ Swing conversion bugs: * no tooltips on skill bars or in inventory - * skill advancement isn't shown before you gain exp in the skill ; due to resizing not triggering update, probably? + * skill advancement isn't shown before you gain exp in the skill ; due to resizing not triggering update, probably? * overall experience bars sometimes flicker to white * chat window is all messages, there should be a way to switch like the previous client * the first chat messages are split one word per line, they should be put back on one line IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/jxclient?rev=1296393251 New Revision: http://wiki.metalforge.net/doku.php/jxclient -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Jan 30 14:18:59 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 30 Jan 2011 14:18:59 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: jxclient Message-ID: <1296418739.546960.30587.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/30 14:18 User : ryo Edit Summary: update @@ -3,16 +3,16 @@ * skill advancement isn't shown before you gain exp in the skill ; due to resizing not triggering update, probably? * overall experience bars sometimes flicker to white * chat window is all messages, there should be a way to switch like the previous client * the first chat messages are split one word per line, they should be put back on one line - * ground view shows first item icon and name, it should show name and weight + * ground view shows first item icon and name, it should show name and weight * the square above the player can't be clicked to 'lookat' its contents to be confirmed: * fonts size are not really taken into account * status window is messed up, texts over other texts - * ground view shows item + half top an item with its details (missing item reduction?) + * ground view shows item + half top an item with its details (missing item reduction?) * inventory window is passive, clicking on items doesn't do anything ; missing tooltips things to improve: * character selection dialog to show more details, including picture * character creation dialog with all pictures and statistics IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/jxclient?rev=1296418642 New Revision: http://wiki.metalforge.net/doku.php/jxclient -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Jan 28 23:02:55 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 28 Jan 2011 23:02:55 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:mwedel:todo Message-ID: <1296277375.916123.23649.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/28 23:02 User : mwedel Edit Summary: @@ -1,8 +1,8 @@ Short term list of things I hope to find time to work on, maybe in some sort of order. - * Account based login for characters - adding support to GTK client and server. - * New character creation method - client based and not in game (map) based. So player can see what the different options do and make better choices. + * Done - Account based login for characters - adding support to GTK client and server. + * Done - New character creation method - client based and not in game (map) based. So player can see what the different options do and make better choices. * Rebalancing efforts: * Melee combat - remove wc/ac, increase resistance of monsters, likely weapon rebalance. * Stat changes - increase range (1-50), but decrease what you get - a 50 in new system may be equivalent to a 30 now. * Spell changes - balance, redo spells, maybe look at runic type system. IP-Address : 173.228.106.112 Old Revision: http://wiki.metalforge.net/doku.php/user:mwedel:todo?rev=1263542328 New Revision: http://wiki.metalforge.net/doku.php/user:mwedel:todo -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Jan 28 23:20:54 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 28 Jan 2011 23:20:54 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: user:mwedel:skills Message-ID: <1296278454.811297.23675.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/28 23:20 User : mwedel Edit Summary: created This page is a collection of my idea of redoing the skill system. Note that this does not directly change balance, but perhaps makes some changes easier, or otherwise has some impact on it. === Background === Originally, crossfire did not have skills. The character had an overall level (just as now), but all abilities of the character were based on that overall level. So if the character was level 50, your attack was as level 50, spellcasting as level 50, etc. Skills were added to the game to try and break this up some. The original implementation of this had skill groupings, for example combat, where all combat skills would be placed, or spellcasting, for all spellcasting skills. These groupings would accumulate experience when using the skill, and all skills in that grouping would operate on that overall level. So if you were level 50 in the combat group, you were level 50 in sword, axe, etc. If you did not know missile weapons and learned it, you would effectively be level 50 in missile weapons also. This system did result in a little more differentiation between characters, but not a great deal, as maxing all these groupings was not all that hard. The one advantage of this system is that hard to advance skills could be in the same grouping as ones easier to advance, so one could get good in those hard to advance skills. This was scrapped for the current system, where each skill accumulates experience as it is used. So if the character was level 50 in one handed weapons and learned 2 handed weapons, he would be level 1 in that new skill. All skills were equal in the sense that a mage could learn one handed weapons and advance it just as easily as a fighter, minus the fact that the mage character may not have stats as well suited as the fighter. Conversely, a fighter could become a quite proficient spellcaster. In both cases, they would be diluting the experience since any experience the fighter got in spellcasting is experience he did not get in weapons. But in many cases, some amount of this experience may have been unintentional or for convenience, eg, mage was low on spellpoints, was fighting weak monsters, so pulled out a weapon. With current and prior system, the only relevance a characters race and class had would be starting skills and stat bonuses. There were a few skills exclusive to certain classes or races, but a human fighter, especially after maxing out stats with stat potions, could learn the spellcasting skills and use them just as effectively as wizards. === New System === The new system is derived from many other games - skills don't gain experience, the character does. In this revised system, all experience a character gains goes to the character total, and increases the characters overall level. Each time the characters overall level goes up, they get 10 advancement points (AP), on which to improve their skills. The skill level, just as now, determines the characters effectiveness. The cost of increasing skills depend on the skill and the class in question, as the basic sample table below shows: IP-Address : 173.228.106.112 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skills -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Jan 29 06:26:49 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 29 Jan 2011 06:26:49 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: jxclient Message-ID: <1296304009.679830.23226.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/29 06:26 User : ryo Edit Summary: more @@ -3,9 +3,13 @@ * skill advancement isn't shown before you gain exp in the skill ; due to resizing not triggering update, probably? + * overall experience bars sometimes flicker to white to be confirmed: * fonts size are not really taken into account * status window is messed up, texts over other texts * ground view shows item + half top an item with its details (missing item reduction?) * inventory window is passive, clicking on items doesn't do anything ; missing tooltips * chat window is simultaneously the 3 modes + things to improve: + * character selection dialog to show more details, including picture + * character creation dialog with all pictures and statistics IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/jxclient?rev=1296303851 New Revision: http://wiki.metalforge.net/doku.php/jxclient -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Jan 30 14:02:27 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 30 Jan 2011 14:02:27 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: jxclient Message-ID: <1296417747.472073.30562.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/30 14:02 User : ryo Edit Summary: fix @@ -9,9 +9,9 @@ to be confirmed: * fonts size are not really taken into account * status window is messed up, texts over other texts * ground view shows item + half top an item with its details (missing item reduction?) - * inventory window is passive, clicking on items doesn't do anything ; missing tooltips + * inventory window is passive, clicking on items doesn't do anything ; missing tooltips things to improve: * character selection dialog to show more details, including picture * character creation dialog with all pictures and statistics IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/jxclient?rev=1296417169 New Revision: http://wiki.metalforge.net/doku.php/jxclient -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Jan 29 06:24:13 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 29 Jan 2011 06:24:13 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: jxclient Message-ID: <1296303853.652510.23185.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/29 06:24 User : ryo Edit Summary: more tips @@ -1,7 +1,11 @@ Swing conversion bugs: + * no tooltips on skill bars + * skill advancement isn't shown before you gain exp in the skill ; due to resizing not triggering update, probably? + + to be confirmed: * fonts size are not really taken into account * status window is messed up, texts over other texts * ground view shows item + half top an item with its details (missing item reduction?) * inventory window is passive, clicking on items doesn't do anything ; missing tooltips * chat window is simultaneously the 3 modes IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/jxclient?rev=1290971120 New Revision: http://wiki.metalforge.net/doku.php/jxclient -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Jan 29 00:24:14 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 29 Jan 2011 00:24:14 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:mwedel:skills Message-ID: <1296282254.393503.24782.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/29 00:24 User : mwedel Edit Summary: @@ -15,6 +15,73 @@ The new system is derived from many other games - skills don't gain experience, the character does. In this revised system, all experience a character gains goes to the character total, and increases the characters overall level. Each time the characters overall level goes up, they get 10 advancement points (AP), on which to improve their skills. The skill level, just as now, determines the characters effectiveness. The cost of increasing skills depend on the skill and the class in question, as the basic sample table below shows: + ^ Class ^ Weapon ^ Armor ^ Wizard Spellcasting ^ Cleric Spellcasting ^ Notes ^ + ^ Fighter ^ 3 ^ 3 ^ 7 ^ 7 ^ + ^ Cleric ^ 5 ^ 5 ^ 7 ^ 3 ^ + ^ Wizard ^ 7 ^ 7 ^ 3 ^ 7 ^ + ^ Paladin ^ 4 ^ 4 ^ 7 ^ 4 ^ Paladin represents fighter/cleric hybrid ^ + ^ Devotee ^ 7 ^ 7 ^ 4 ^ 4 ^ Devotee represents wizard/cleric hybrid ^ + ^ Warlock ^ 4 ^ 4 ^ 4 ^ 7 ^ Warlock represents wizard/fighter hybrid ^ + ^ Everything ^ 5 ^ 5 ^ 5 ^ 5 ^ Represents theoretical class that is a mixture of all. ^ + + The table above only shows the 3 major character types - classes like monks, thieves, etc, would have their own entries. The table also does not show secondary skills, like item creation/identification - those would have costs related to how closely they match the class. For example, fighters would get smithery at a relatively low cost, but thaumaturgy at a high cost, with wizards being reverse from that. + + While the header above show broad categories, skill advancement is still on a skill by skill advancement. For example, a fighter would have to spend 3 points to increase sword skill, and 3 points to increase missile weapons - they do not just spend 3 points to increase all weapon skills. + + Brief description of those skill: + + **Weapon** Ability to use weapons. This would likely get broken down into several skills just as now (missile weapons, swords, etc). Any class could pick up any weapon, but they might not be very good with it. As weapon skill increases, the characters damage would go up, attack speed increase, etc. Also possible that special effects (stunned, confused, etc) could happen at higher levels. + + **Armor** Ability to effectively wear armor - just as anyone can use a weapon, anyone can put on armor. But as armor skill increases, speed penalty could go down, and perhaps the effectiveness of the armor increases (gives greater resistance). This could also get broken down into a few categories (light/medium/heavy), but not sure if it is worth it. + + **Wizard Spellcasting** Just as it is now, but maybe skills get redone or merged some, but it basically represents the pyromancy, evocation, etc, skills. + + **Cleric Spellcasting** Basically they praying skill as it is now. + + == Advancement == + + Whenever a characters overall level goes up, they gain 10 AP (Note that the value 10 here is arbitrary, and in fact, would probably be a settings file variable - some servers could have a higher value to make things easier, and as it stands now, 10 may just be too low in any case). + + At any point after gaining that level, the player chooses how to spend those skills. Ideally, there is some nice interface for this. Unspent points can be carried over. + + A character can have a skill level which is twice their character level. So a 5th level fighter could be level 10 in swordmanship and still level 5 in armor. If that same character decided to focus on wizard skills, that is poor choice - at level 5, at best they could be level 7 in spellcasting, and have no skill levels in anything else. + + The skill levels range from 1 to 100. Once a skill level reaches 100, it can not be advanced further, but the character likely has other skills they may want to advance. A cap on skill levels is necessary because as designers, it must be known the parameters one works within. For example, as damage goes up as weapon skill increases, a character that is level 1000 in a weapon skill may just do too much damage. If effects of the skill are spread out over the maximum level, one may find that there are large gaps with no bonuses. For example, if it is decided that at maximum weapon level, the character gets +20 damage, that means that if maximum level is 100, every 5 levels their damage increases - often enough to be a bonus the character notices. But if maximum level is 1000, then every 50 levels the characters damage increases by 1, which would be pretty insignificant, especially if that level 1000 maximum was put in place just to satisfy a few players who work to max out characters. + + However, I do not see any reason why a characters overall level can not be unlimited. Any form of bonuses (hit points, item power usage, etc) may also cap at level 100, but the character could continue to gain levels if they so desired to increase various skills. Given the costs and number of skills, it may be a character would have to be very high level before they would ever max out all their skills. + + == New Characters == + + I have not extensively thought about new character creation. It may be new characters get 20 or 30 AP points to populate some skills (exact value should be a setting). So the fighter could decide to increase the level of their weapon skills, etc. Note that a level 1 character would still be constrained by the 2*level cap for skills. + + It is conceivable that custom class builder could be designed that lets the character choose a couple skills at cost 3, a couple at cost 4, etc. Balancing that properly could be difficult - the player could properly decide that they will only use swords, so that is the cost 3 weapon skill, will only use pyromancy as second cost 3 skill, and take armor and praying as cost 4 skills - pretty much getting all benefits with no drawbacks. + + == Why is this better? == + + These opinions are purely my own, but I do think it has some advantages: + + * Classes now have more significance - choosing to be a fighter vs wizard has actual long term implications. However, this still does not prevent any class from learning other class skills. Note also that how much significance the classes has really depends on cost. If a server admin decides to, they could modify the archetypes and make all skills for all classes just cost 5, so there is no advantage/disadvantage. Tweaking the costs also would determine difference - instead of the 3/7 mix I have above, a 4/6 mix still has some advantage/disadvantage, but not nearly so much. + + * This //fixes// problem of experience gains for skills. Some skills right now do not gain experience easily - while this should be fixed, some skills just do not lend themselves all that easily for a balanced experience advance, either because they are skills that are infrequently used and would need to then give a very big (and seemingly out of proportion) experience reward when used, or the fact they may be considered too easy to use, and one does not want to give easy experience away. Using skills would still gain experience, but it would got to the characters overall experience total. + + * This adds more choices during advancement and can give some goals for players. This is purely personal opinion, but I prefer having choices to make about character advancement - I don't want to do it every minutes, but when gaining a level is fine. And if more effects are put in for skills (at level 20, I get a chance to stun opponents with the hammer), it gives more incentive for characters to get to those points. Within current skill system, there are things you gain, but in most cases, a character is not going to really do much about them - if a character is killing things with their pyromancy skill, it is unlikely they are going to switch to using another skill because of a bonus they may get 4 levels later. I will note that the choice here is little like dragon characters get to make choices on focus and slowly increase resistances, which may be one reason that is a more popular character. + + == Loose Ends == + + The examples here really just focused on the 3 main character archetypes (fighter, cleric, mage). Crossfire has many more than that, and I think this also helps them out. + + For example, with such a system, thieves may be better able to improve their thief like skills - they don't care how they get their experience, so if they are able to sneak around and get a surprise attack for extra damage bonus on a tough monster, it doesn't matter where the exp for that kill goes. + + Dragon characters probably get a different skill mix - for example, clawing and dragon armor may become skills they need to improve instead of armor being tied to overall level. + + These changes do not directly impact balance, except so far as the characters skill level relative to overall level may differ. But if the skills are properly defined for effects, eg, that at level 100 weapon skill, you get +20 damage bonus, one can work out appropriate power for other skills. For example, one could assume that a person with 100 weapon skill would need to be at least level 50, and so may have a weapon that does damage 20, have another 10 damage from strength, and attack speed could be defined as at best being 2.0. So that means that the character has damage 50 at speed 2.0, so would average 50 damage a tick (since damage is rolled as a random number from 1 to damage, and they get 2 attacks). So one could then figure a spell of similar level should also do 50 damage/tick, but one might lower that average for large area of effect spells. + + == Wrapping Up == + + This page was mostly just to record some thoughts that have been bouncing around my head for a while. I don't know if/when it would ever get implemented. + + Mark Wedel + January 2011 IP-Address : 173.228.106.112 Old Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skills?rev=1296278452 New Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skills -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Jan 28 23:05:04 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 28 Jan 2011 23:05:04 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:mwedel Message-ID: <1296277504.698345.23654.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/28 23:05 User : mwedel Edit Summary: @@ -10,8 +10,10 @@ [[user:mwedel:todo]] is a list of things I plan to work on short term. [[user:mwedel:characters]] is outline of revamping characters + + [[user:mwedel:skills]] is an idea about redoing skills, building on top of characters above. Screenshot of gtk2 client with theme applied: {{user:gtk2-theme.png|}} IP-Address : 173.228.106.112 Old Revision: http://wiki.metalforge.net/doku.php/user:mwedel?rev=1274508760 New Revision: http://wiki.metalforge.net/doku.php/user:mwedel -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Jan 30 14:21:18 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 30 Jan 2011 14:21:18 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: jxclient Message-ID: <1296418878.718356.30593.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/30 14:21 User : ryo Edit Summary: more @@ -15,4 +15,5 @@ things to improve: * character selection dialog to show more details, including picture * character creation dialog with all pictures and statistics + * inventory and ground item animation IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/jxclient?rev=1296418738 New Revision: http://wiki.metalforge.net/doku.php/jxclient -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Jan 30 07:14:12 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 30 Jan 2011 07:14:12 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: jxclient Message-ID: <1296393252.622187.28364.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/30 07:14 User : ryo Edit Summary: minor @@ -2,8 +2,9 @@ * no tooltips on skill bars or in inventory * skill advancement isn't shown before you gain exp in the skill ; due to resizing not triggering update, probably? * overall experience bars sometimes flicker to white * chat window is all messages, there should be a way to switch like the previous client + * the first chat messages are split one word per line, they should be put back on one line to be confirmed: * fonts size are not really taken into account * status window is messed up, texts over other texts IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/jxclient?rev=1296305583 New Revision: http://wiki.metalforge.net/doku.php/jxclient -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Jan 29 06:53:05 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 29 Jan 2011 06:53:05 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: jxclient Message-ID: <1296305585.429647.23432.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/29 06:53 User : ryo Edit Summary: more @@ -1,6 +1,6 @@ Swing conversion bugs: - * no tooltips on skill bars + * no tooltips on skill bars or in inventory * skill advancement isn't shown before you gain exp in the skill ; due to resizing not triggering update, probably? * overall experience bars sometimes flicker to white * chat window is all messages, there should be a way to switch like the previous client IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/jxclient?rev=1296305325 New Revision: http://wiki.metalforge.net/doku.php/jxclient -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Jan 29 06:48:46 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 29 Jan 2011 06:48:46 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: jxclient Message-ID: <1296305326.396377.23426.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/29 06:48 User : ryo Edit Summary: update :) @@ -1,15 +1,15 @@ Swing conversion bugs: * no tooltips on skill bars * skill advancement isn't shown before you gain exp in the skill ; due to resizing not triggering update, probably? * overall experience bars sometimes flicker to white + * chat window is all messages, there should be a way to switch like the previous client to be confirmed: * fonts size are not really taken into account * status window is messed up, texts over other texts * ground view shows item + half top an item with its details (missing item reduction?) * inventory window is passive, clicking on items doesn't do anything ; missing tooltips - * chat window is simultaneously the 3 modes things to improve: * character selection dialog to show more details, including picture * character creation dialog with all pictures and statistics IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/jxclient?rev=1296304004 New Revision: http://wiki.metalforge.net/doku.php/jxclient -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Jan 29 20:04:53 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 29 Jan 2011 20:04:53 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: spells:summoning Message-ID: <1296353093.101032.27740.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/29 20:04 User : Edit Summary: @@ -23,11 +23,11 @@ === Create Missile === ^ Level: | 1 ^ SP: | 5 ^ Path: | Creation | ^ Attack Types: | N/A |^ Sources: | books || - ^ Notes: | Creates arrows which can be used with a bow. To create crossbow bolts, wield a crossbow when casting the spell. At high levels in summoning, it is possible to create arrows (or bolts) with a specific magical bonus by using the following syntax: '''cast create missile N'' where N is +0, +1, +2, +3 or +4. ||||| + ^ Notes: | Creates arrows which can be used with a bow. To create crossbow bolts, wield a crossbow when casting the spell. At high levels in summoning, it is possible to create arrows (or bolts) with a specific magical bonus by using the following syntax: '''cast create missile N'' where N is +0, +1, +2, +3 or +4. you can also create missiles of fire using ' "cast create missile fire" ||||| - === Summon Fog === + === Summon Fog ===y ^ Level: | 2 ^ SP: | 5 ^ Path: | Creation | ^ Attack Types: | N/A |^ Sources: | books, rods, wands || ^ Notes: | Creates fog near the caster. The fog will move around randomly. It is harmless, but blocks visibility. ||||| IP-Address : 71.227.214.157 Old Revision: http://wiki.metalforge.net/doku.php/spells:summoning?rev=1249791603 New Revision: http://wiki.metalforge.net/doku.php/spells:summoning -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Jan 29 23:35:04 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 29 Jan 2011 23:35:04 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: crossfire_release_guide Message-ID: <1296365704.628610.28267.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/29 23:35 User : mwedel Edit Summary: @@ -181,9 +181,9 @@ (in another window) gcfclient (create character, walk around scorn briefly) - * Upload to sourceforge + * Upload to sourceforge FIXME - these steps have changed - but the sourceforge docs on using sftp/scp also do not work - not sure if temporary downtime or permanent change. But files can now be updated through the files interface on sourceforge (all web based). ncftp upload.sourceforge.net ncftp / > cd incoming IP-Address : 173.228.106.112 Old Revision: http://wiki.metalforge.net/doku.php/crossfire_release_guide?rev=1296196046 New Revision: http://wiki.metalforge.net/doku.php/crossfire_release_guide -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Jan 30 09:41:46 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 30 Jan 2011 09:41:46 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: jxclient Message-ID: <1296402106.654239.29596.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/30 09:41 User : ryo Edit Summary: fix @@ -3,8 +3,9 @@ * skill advancement isn't shown before you gain exp in the skill ; due to resizing not triggering update, probably? * overall experience bars sometimes flicker to white * chat window is all messages, there should be a way to switch like the previous client * the first chat messages are split one word per line, they should be put back on one line + * ground view shows first item icon and name, it should show name and weight to be confirmed: * fonts size are not really taken into account * status window is messed up, texts over other texts IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/jxclient?rev=1296399552 New Revision: http://wiki.metalforge.net/doku.php/jxclient -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Jan 30 13:52:50 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 30 Jan 2011 13:52:50 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: jxclient Message-ID: <1296417170.595242.30359.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/30 13:52 User : ryo Edit Summary: update @@ -1,6 +1,6 @@ Swing conversion bugs: - * no tooltips on skill bars or in inventory + * no tooltips on skill bars or in inventory * skill advancement isn't shown before you gain exp in the skill ; due to resizing not triggering update, probably? * overall experience bars sometimes flicker to white * chat window is all messages, there should be a way to switch like the previous client * the first chat messages are split one word per line, they should be put back on one line IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/jxclient?rev=1296413078 New Revision: http://wiki.metalforge.net/doku.php/jxclient -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Jan 30 14:17:23 2011 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 30 Jan 2011 14:17:23 -0600 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: jxclient Message-ID: <1296418643.677782.30584.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2011/01/30 14:17 User : ryo Edit Summary: minor @@ -4,8 +4,9 @@ * overall experience bars sometimes flicker to white * chat window is all messages, there should be a way to switch like the previous client * the first chat messages are split one word per line, they should be put back on one line * ground view shows first item icon and name, it should show name and weight + * the square above the player can't be clicked to 'lookat' its contents to be confirmed: * fonts size are not really taken into account * status window is messed up, texts over other texts IP-Address : 82.236.87.204 Old Revision: http://wiki.metalforge.net/doku.php/jxclient?rev=1296417746 New Revision: http://wiki.metalforge.net/doku.php/jxclient -- This mail was generated by DokuWiki at http://wiki.metalforge.net/