[CF-Devel] polymorph - worst exploit ever
Andreas Vogl
andi.vogl at gmx.net
Mon Dec 11 05:27:32 CST 2000
Mark W. wrote:
>
If we disable polymorph on items, we might as well disable it completely.
>
>
If the lava slasher is a superior weapon, I would argue it should
>
have a higher value, so you could not transform it from a lesser
>
artifact into that.
A lava-slasher or a kobold-dagger are surely not worth 5.000.000 or sth.
But still I want players to solve the appropriate quests to get them.
>
But note that the way the polymorph code works (when it works properly)
>
is that such transformations would be incredibly rare.
>
>
Basically, it will pick one item from all the items of the same type
>
(ie, weapons) of lower value. Being there are lots of mundane weapons
>
and relative few artifacts, the chance of it picking a better artifact
>
weapon is quite unlikely. [...]
>
>
So, for it to actually polymorph one artifact into another 'more
>
worthwhile' one, you basically need to find one of higher value
>
and be lucky enough that on the first try, it polymorphs into what
>
you want it to be.
>
>
To me, those conditions make it fairly unlikely for it to happen.
>
And if it does, I don't think its a big deal. I find games that
>
have such little quirks more interesting.
>
>
Also note that the end result can only be items that is an archetype
>
(ie, part of standard distribution). Items customized on maps can
>
never appear, except for the base type it came from. So for example,
>
you could try to polymorph all you want, but you'll never end up with
>
any of the final weapons in the tower of demonology.
>
>
So as a mapmaker, this should make no difference. The only case where
>
this could perhaps be a problem if you give out a very high valued weapon
>
that doesn't have much magic (say a jeweled sword).
Well... okay, so be it. Make your changes, and when I got the feeling it
is still possible to get a lava-slasher, wdsm or magic cloak via polymorph,
then I will simply remove those from the arches. It's only a few artifacts
that really bother me in that respect.
>
> Make all monsters above level 20 immune to polymorph.
>
>
I was going to look at the saving throw code and see at what
>
point monsters always make saves.
>
>
Another thought I had would be to not polymorph monsters whose name
>
does not match that of their archetype (in addition to other checks
>
already mentioned). In this way, most custom monsters on maps will
>
just be immune since they have non standard names.
This's a good idea. But please make sure that the success-chance
of polymorph on monsters also depends on the victim's level. At least
beyond level 30 chances should be *very very* small - pleease. =)
>
> In general I have to say I see no point in spending massive amounts
>
> of work to improve the polymorph code. [...]
>
>
So far, this discussion has probably taken more time than it will
>
take to implement the suggested changes to polymorph. So these are
>
only minor changes and quick to do.
>
>
As per my comments under the items, I disagree on some points.
>
Crossfire can never be 100% balanced, and if it was, I think it
>
would be a very uninteresting game (100% balanced basically would
>
mean all races/classes are equal at all levels, all items are balanced
>
with respect to all others, etc).
There are certainly ways to overdo "balancing". But for CF we don't
have to fear that yet. ;)
>
There will always be some cases - using such and such a spell to kill
>
a specific monster works outstandingly well, items x,y,z are better
>
than a,b,c, and so on.
>
>
To me, what polymorph with the above changes will allow to happen:
>
1) You may be very lucky and be able to polymorph one artifact into
>
another. Those are likely to be such rare occurances, I don't have a
>
problem with it.
Okay, when I remove the few critical artifacts from the arches, or
maybe set them to very high value, I can live with that.
>
2) Polymorph will still be useful in some cases. Transforming monster
>
X into monster Y to kill it/get past it seems perfectly fine. [...]
If this doesn't work on special monsters (->archname) and past victim-
level 30 chances run low, acceptable for me.
>
3) Polymorph will always be a net loss. You may get lucky in some
>
cases and turn that ring resist poison +20 into a ring resist fire +20,
>
or turn one artifact into another, but items get consumed and turned
>
into garbage, and I don't think overall it will be a winning proposition
>
for players. But it still will remain a nice curiosity.
>
>
As per another discussion (I think it was the dual weapon thread) - not
>
all weapons are useful (or the best), but I don't think that means they
>
need to be removed. Keeping them in for color seems fine to me. Same
>
is true for polymorph. Sure, it may generally not be used, but new
>
players may have some fun with it.
I like "color" in games. If it doesn't violate playbalance it's fine.
>
However, one thing I would do is remove all the rods of polymorph.
Finding
>
that wand and playing with it for a little while may be fun, but having a
rod
>
such you can play with it forever will probably cause polymorph to lose
>
some of its mystery.
Yes, I certainly agree.
Andreas V.
More information about the crossfire
mailing list