[Crossfire-wiki] [Crossfire DokuWiki] page changed: user:mwedel:skills
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Tue Sep 9 01:15:19 CDT 2014
A page in your DokuWiki was added or changed. Here are the details:
Date : 2014/09/09 01:15
User : saru
Edit Summary:
@@ -147,8 +147,9 @@
**Levitation** - like meditation, this is given for certain races, but it never changes, so is really just an ability.
**Use Magic Item** - all races/classes can use magic items, so this really is not necessary. If one really wanted to put checks in the ability to use wands, then that check should be in the thaumaturgy skill. The only reason this skill really exists is that a skill bucket was needed to put exp gained by using wands, etc.
+
====Dodge====
== AC/WC ==
@@ -330,19 +331,19 @@
* powerful artifacts and items should be carefully balanced against that ; maybe a sword requiring a minimum level in one handed weapons?
* maybe a possibility to use AP to get more HP/SP/GR? so you can level up all you want, and still have a (minor) benefit
* add 'handicaps' to claim more AP? for instance, as a fighter, I choose 'no magic', which makes my sp recharge rate almost zero but gives me eg 5 AP I can use elsewhere ; need to balance so the points given by handicap can't be used to counterbalance said handicap, of course, and maybe limit how many handicaps one can take
- --- Mark Wedel 2011/02/09, in response to comments above:
+ --- [[user:mwedel|Mark Wedel]] 2011/02/09, in response to comments above:
* For level loss, do not try to do anything - it is just that much longer before character will get new AP and be able to increase anything
* Monsters should use same mechanism - I'm not sure they actually need a larger range
* Players starting at level 5 make sense.
* Balancing of items is very important. Putting in skill requirements (instead of item power) may make sense. Artifacts should also be properly balance between all the skills (eg, all the best weapon artifacts should not be swords - there should be some good hammers, axes, etc)
* Ability to use AP for other things is a possibility. Using it for hp/sp/grace should really be a near end game decision - until character has maxed out many skills, it should be of greater advantage to do that than increase hp/sp/grace.
* Advantages/disadvantages could be added - some advantages could cost AP points also, eg, fast regeneration. But I'd leave that for a later phase since that creates a complete new set of things that would need to get balanced. However, if that was balanced, one could then use that as a basis for balancing classes and races, eg, regeneration is worth 20 AP, see in dark is worth 10, so a race that starts those should really get 30 AP less.
- --- David Hurst 09/09/2014, comments:
+ --- [[user:Saru]] 09/09/2014, comments:
* These ideas are fantastic and marry perfectly with my thoughts on the overall direction to take for crossfire
* To address overall balance for each of these changes so that a consistent feel is maintained, a K value needs to be selected to balance against. This should probably simply be level. e.g. a level 10 monster should be consistently difficult to kill (even if easier for a warrior but harder for a priest). This is probably highly subjective in evaluation but that is why crossfire is a game :).
* Instead of utilising tables to outline improvements per attribute or skill, a formula should be used. This makes it much easier to predict overall impact.
* I think linear relationships should be used wherever possible to simplify balance, the current mess of almost exponential growth in some factors leads to 0 improvement for some improvements ( 15 str to 16 str) but terrific improvement in a character e.g. 10 extra damage by going from 29 to 30 STR. There is little in game to warn players of this behavior.
* The simplification of many of the skills, attack_types (and many other types of objects) will further make implementing changes simpler. The current long list of attack_types is a clear example of where things appear to be complicated for the sake of complexity.
* many properties related to these objectives are currently stored in unique objects within map files. This should be limited should to enable easier 'large scale' balancing when required. This probably requires a policy such as that a monster should not vary by more than 10% of the .arc for example, and must be renamed completely if any modification that affects balance is made.
IP-Address : 49.127.54.16
Old Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skills?rev=1410243252
New Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skills
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