[Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance
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Wed Oct 8 09:16:27 CDT 2014
A page in your DokuWiki was added or changed. Here are the details:
Date : 2014/10/08 09:16
User : saru
Edit Summary:
@@ -181,8 +181,9 @@
|<del>Chaos</del> | Chaos | Randomized attack | This is really an administrative/effect - it is supposed to randomize for one of the other attacktypes, so characters should never be facing chaos itself. |
|<del>Counterspell</del> | Counterspell | Stops a spell effect | Once again, this is an effect, can get removed. |
Internal: This continues to exist, but should never be visible to players - this is really just used when a convenient way to do damage to the character is done (eg, ceiling collapsing, crushing you, character is dead) - it probably should be used sparingly.
+
==== Equipment====
Equipment refers to items players use such as weapons and armour.
@@ -206,9 +207,9 @@
Each of these mechanics needs to provide useful items whilst not making highly powerful items easily accessible.
Items can appear quite similar but provide vastly different levels of power. One important aspect of crossfire is the diversity in equipment value. Players should be forced to make decisions about equipment based on strengths and weaknesses as they perceive them. For example the use of negative resistances on items is a fantastic way to make that uber item still have situations where an alternate item is a better choice. The down side to this is that analyzing item value is extremely difficult for anything other than basic or simple items (e.g. a weapon with 10 damage is better than a weapon with 5 damage, when damage is the only attribute).
- Items should flag what the means of access is intended to avoid including items in random treasure when it is only intended to be offered upon completion of a specific challenge. It is probably simply whether the item is 'generic' and can be included in standard systems or is considered an 'artifact' and should only be used for specific applications such as completing a map or completing a complex crafted item. Artifacts should probably generally be 'god-given'.
+ Items should flag what the means of access is intended to avoid including items in random treasure when it is only intended to be offered upon completion of a specific challenge. It is probably simply whether the item is 'generic' and can be included in standard systems or is considered an 'artifact' and should only be used for specific applications such as completing a map or completing a complex crafted item. Artifacts should probably generally be 'god-given' and could be donated with a different background colour (like blessed items).
===Generic monster & random treasure loot===
Currently the game offers a specific set of items with various likelihoods for each to drop based on the treasurelist of that monster (or chest etc). This approach does allow for interesting diversity in what items players may encounter for some examples but also means that:
- collecting particular items can be very simple, bonecrushers off Titans for example.
IP-Address : 59.167.121.117
Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1412777622
New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance
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