> > Thats the point why i want potions: I don't want a player which > have armor, > > rings and > > amulets on, giving him 99% prot in fire and cold and all the > stuff. Remember > > a char can wear&wield > > at the moment more than 13 items at the same time (yeah, count it!). You > > will come in some problems > > to balance it without a cap. > > I agree this can be a problem. Even if you put proposed caps > for items at some > low value like 30, 4 items that have that level of protections > gives you 75% > protection. > > > > > I want a value X you can maximal get with items, which gives you enough > > protection to avoid > > killing by fire for example of a red dragon, perhaps the > abillity (if you > > are fast) to kill the > > critter with a good weapon, but you should nearly dead then. To > boost your > > res to nearly immunity, you > > never should be able to do this permanent with armors or other tricks. > > Also, when he has about > > 80%-90% natural in all (that means you can cut through a row of > red dragons > > all times you want), > > i will call the char and the game then broken. We dont want this kind of > > super chars. > > Agree. But I think that can also be a problem in the balancing > of the items > and not implementation. At one point, characters could basically > get all stats > up to 30 with the weapon improvement code. End result was to > reduce the potency > of that a bit > > The problem here is that there are really only 5-6 attacktypes > you really need > to protect yourself again (fire, cold, electricity, physical). So that > protection of fear is really irrelevant. > > > > ** The protection spells in the game are really useless at this > point **! > > I never use them, because when i get them i always have items > which do the > > same. > > So, simply make potions and spells cap indepentend and you got the non > > permanent style > > we all want. > > I mostly agree that the protection spells are useless. However, > I am getting a > little fearful of making this protection code too complicated. > > > > > Real caps are shown to the player too and are simple to include. > > If you have a armor of fire res +30% and a amulet of 30% you > should not get > > automatically > > 60% fire res. Every point you got nearer the cap, you need more > points to > > get closer. > > If yur caps 60, you got 40 points for example. If your caps are > 70, you got > > 44% from both or so. > > And if you caps are 20, you got 19. > > The armor code sort of does this. If you have two 30% items, > you armor is 51. > > One question is where do these caps come from? > > I would think that one way this could be done is instead of > using the 100 value > in the armor code, you use this cap. I just tried this out on my > demo program, > assuming a cap of 60, and with 1 item, your protection is 30, two > it is 45, > three is 52, 56,58, 59, 59. Yes, thats exactly how the protection should work too if we assume a value between 0 (nothing) and 100% (immun). It fix 2 main problems: - Items with many or to much protection. They get balanced automatically - different characters / gods fits too Simply assume a general res cap factor of XX. Like the 20 of all stats as default value. Now a fireborn has fire res caps +yy and cold res -xx. And so on. The value should be a good balance between vulnerable and pretection. Btw, vulnerable can simply put in, the item with vulnerability give a -zz factor to the caps! To access from XX to 100% (immunity), you should use spells or potions. Simply don't count the protection value of the spell/potion over the cap. This gives also a nice way for potions: A potion of minor protection of fire gives xx%, a potion of major res. zz% and so on. > One effect of the way it is done is that if you have an item > above the cap, > your ability is basically the cap (actually one side effect is > that if you only > have 1 item above the cap, you get full value, and each > additional protection > reduces you towards the cap, but that should be easy to fix). > > At least from the fix_player perspective, to implement this > would require two > arrays within the function, and in one we fill in the values are > limited by the > cap, and the other has the spell effects. Then afterwards, we > apply the spell > effects to the item (capped) value, for a higher resistance that > can go beyond > the cap. Is that what you are describing? Exactly. This give us the difference between permanent/non perm and resistance/immunity. > > > Also, all items automatically fits in the system, no one can give you to > > much. If they do, they get caped. > > Calculate also the numbers of items with a special res, so you > get more res > > >from 5 items with all 10% fire res > > as from wear one item with 50%. This will cap the "super items". > > Unfortunately, the way the calculations work, you actually get > the opposite > effect. One item with 50% will give you more than 5 items with 10%. Ah, this is not so bad, its a bonus for good items! In many games you have the problem that the best item/unit is the whimpy ( i remember games like C&C and others, where you buy the lowest units and use them in hordes). > It becomes more difficult if you want to cap values/make it > harder to get near > the cap and at the same time reward the player for having > multiple items of > protection. And I'm not sure a good way to implement that > without getting too > complicated or too easy for players to bypass. I mean I guess > you could take > the average value of all the protections (on a per item basis), > and increase it > by some point, but with that method, then a set of items that are > like 50, 1, 1, > 1, 1 would appear the same as 11,11,11,11,11. That should not be. > I think the real solution is to prevent the super items from > getting created in > the first place. If map designers put unbalancing items in the > maps, I really > don't want to try to have the code prevent that. Simply put, > that map should be > fixed. And some of that is that if a map maker really wants to > put unbalancing > items in, they will always be able to figure out how to get beyond code > restrictions. > > Now it may be worth while to set strict guidelines on what > acceptable items are > (for example, can not provide more than 120% total protection, and no one > protection can be more than 30%). > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >