FWD: RE: [CF-Devel] PR (Partial resistance)

Mark Wedel mwedel at scruz.net
Thu Nov 16 01:42:23 CST 2000


Peter Mardahl wrote:
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      > Andreas Vogl wrote:
     
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      > > Thats the point why i want potions: I don't want a player which have armor,
     
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      > > rings and
     
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      > > amulets on, giving him 99% prot in fire and cold and all the stuff. Remembe
     
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      >r
     
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      > > a char can wear&wield
     
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      > > at the moment more than 13 items at the same time (yeah, count it!). You
     
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      > > will come in some problems
     
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      > > to balance it without a cap.
     
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      1       2       3       4       5       6       7       8       9
     
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      Armor shield cloak   helmet  ring1    ring2  amulet   glove  girdle
     
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      10      11      12      13              14      15
     
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      boots weapon   bow  (talisman)  (holy symbol) (lockpicks)
     
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      Of these, very rarely do glove, girdle, boots, bow, talisman, holy symbol,
     
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      lockpicks grant any protection at all, and the last three ditch you
     
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      whenever you switch skills.
     
     
 And there has been some creeping featurism into items.

 At one time, girdles, gloves, and boots were only available in artifact forms
(basically).  So having boots do anything beyond the two artifact forms
(levitation and speed I think) did not happen, so you had little choice in
those.  gloves and girdles were also incredibly rare, so once again, there was
limited choice.

 Cloaks did not exist at one point.  And the artifact rings added protections to
many rings (and better protections) that did not really exist before.  At one
time, only the 'strange ring' had immunity to drain, and that is all it did. 
There is the ring of life, which is actually more common and a better item (As
it also gives hp regen).

 I guess my real point to all of this is that constraints on the items needs to
be observed.

 If you also wanted to put more restrictions on it, many items should not be
usable simultaneously (at least in terms of protections and what not).  You
certainly can't be firing a bow while holding a sword and shield (or lockpics or
holy symbols for that matter).

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      So that leaves 8 items which commonly provide protection.  Protections
     
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      will compete with things like STATS, DAMAGE, PATH_ATTUNED for these 8 slots
     
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      as well.
     
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      I do not see a problem here.  The player must make tradeoffs.
     
     
 Agree.  one issue may be that for some items, the flavors they come in are very
limited.  There are not a lot of boots out there, so you probably don't make the
tradeoff on that (same for girdles for example).

 I actually wouldn't mind going back to the old days when basically the only
boots out there were the artifact boots.

 In many cases, get the armor benefits of boots + armor probably doesn't make
sense, as the armor already includes boots (or gauntlets for that matter).  I
could see the point of the artifact gloves & gauntlets being that you are
replacing the ones that came with your suit of armor with better versions - but
those better versions did not give AC for armor value - I mentioned the boots
above, and the gloves were things like strength and dex.

 I've said it before and I'll say it again - right now, it is very easy to get a
very negative AC with all the peripheral items out there.

 But that is a bit off topic.

    
    


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