[Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance
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Sun Sep 14 18:28:04 CDT 2014
A page in your DokuWiki was added or changed. Here are the details:
Date : 2014/09/14 18:28
User : saru
Edit Summary:
@@ -1,18 +1,19 @@
====== Balance project: ======
Whilst re-leveling my character, I have had an opportunity to consider what improvements could be made to the current combat system to make it more fun. Items, players and monster must all be balanced to be fun. It is not fun to be conquesting through a map with some challenge to, suddenly, unpredictably find yourself horribly underwpowered and dead. I am not referring to unique challenges and variety in maps such as special boss monsters or artifact items. In planned challenges the map designer is able to provide ample warning in game (or intentional lack of warning), which can be a key element in making the game fun. Instead I am referring to the 'generic' monster or weapon from the archetype which have largely been created in an ad hoc fashion based on the needs of map designers. This has resulted in some items and monsters being out of step with player progression. Whilst it is simple to go and adjust each value at a time, at present there is little guidance on what it 'should' be.
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===== General approach: =====
The first question is, what is balance and why is it important?
Balance is important because enables people to focus on being different and then allows them to work together to achieve more than they could on their own. Crossfire has always wanted to be an **MMO** rpg, the MMO infront of the RPG. To properly role play one needs a role, and a role by definition is a division. We can't all be the paladin, but, it isn't fun if the only player that gets to have any impact on the game is the paladin. Therefore we need to promote difference but not at the cost of power. This is balance.
It can be argued that most of crossfire is designed largely around solo play. This is probably because most development (map, arcs, new skills) has occurred by individuals. There has also been an attitude in the past that all characters should be able to complete content on their own. I think we should be aiming to build a multiplayer experience first and singleplayer experience second. my ideas are largely structured around this definition of balance and this assumption that crossfire is a multiplayer focused game. To deliver balance I believe we should break the problem down into 3 stages.
- Stage 1: agree on how characters should be diverse, see [[#character selection]]
- Stage 2: agree on how items should be diverse, see [[#itemisation]]
- Stage 3: agree on how monsters should be diverse, see [[#Monsters]]
- Stage 4: agree on how maps should be diverse, see [[#maps]]
+ * Stage 1: agree on how characters should be diverse, see [[#character selection]]
+ * Stage 2: agree on how items should be diverse, see [[#itemisation]]
+ * Stage 3: agree on how monsters should be diverse, see [[#Monsters]]
+ * Stage 4: agree on how maps should be diverse, see [[#maps]]
I want to re-implement the balance of combat (spell, grace, melee and missile) and itemisation (closely linked to combat) by using a constant to measure against. This constant is likely to be player/monster/item level. This would mean that as a players level increases, the power of items increases and the difficulty of monsters increases such that the sum is approximately equal. This means that all items and what maps they are accessed from and how hard the monsters are to kill there should be clearly linked!
This implies things like:
IP-Address : 59.167.121.117
Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1410692173
New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance
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