I think you're being a bit alarmist here, AV. In fact, in general I think you've been swinging the pendulum too far in the "make the game hard" direction. The goal of crossfire mapmaking isn't to inflict sudden death on players at every opportunity. I agree a lot of your changes to maps are good, justifed and needed, but it's possible to go too far in the 'hard' direction. Not everyone who plays knows every trick/abuse like us experts. What happens when a player is hit with weaponmagic from comets? Pretty much instant death--DESPITE the carrillium apron which grants 30%. Instant death with no defense isn't that much fun for anyone. Same with cause wounds spells. The basic problem is that in order for crossfire to be fun, characters have to MOVE quickly and responsively. Monsters CANNOT move quickly and responsively or players get slaughtered because human reaction time isn't that quick, and the game will be unfun again. So players have a lot more damage/time potential than monsters. The result of this is that monsters have way more numbers and hitpoints than players, so they're not totally overmatched. The result of THAT is that spells have to do LOTS of damage. However, when this LOTS of damage is turned back onto players, it results all too often in unfun, instant death. Remember dancing sword and animate weapon? Denied now to monsters because they worked too well on players. Similarly ball lightning was 'safeguarded.' The fix for this is partial resistances. Death isn't so instant anymore when you can get 85+ resistance to a spell or effect. Well-prepared players have a chance. The carrillium apron isn't a problem because 30% doesn't help a lot. This ring also grants 30%, and two of them would grant, what, 51%? That's enough to help.... A bit. But it is not enough to say 'the sky is falling.' -- in my opinion. A little bit of godpower resistance is no big deal, and makes sense for this artifact, which is a holy ring for Priests of the Light. It protects against hostile actions from Priests causing harm. I agree godpower resistance is special and should be used sparingly, which is what we've done very effectively for weaponmagic, for years. One item, which used to get protection (50%, old system), but which now gets 30. If a majority of people respond negatively to this protection on this very rare ring, I'll take it off. PeterM > Resistance to godpower must not exist! > If we don't want to plunge the whole attacktype-concept > into anarchy, there's certain rules we must keep. > > Mapmakers have to rely on certain attacktypes being > dangerous. Godpower is the last resort against crazy > equipment. Don't ruin it. > > Please take it out. > > Andreas V. > > > Update of /cvsroot/crossfire/crossfire/lib > > In directory usw-pr-cvs1:/tmp/cvs-serv23480 > > > > Modified Files: > > artifacts > > Log Message: > > New priest-oriented rings. > > > > [...] > > + # > > + # Ring of Benevolence > > + # > > + Allowed all > > + chance 2 > > + difficulty 6 > > + Object Benevolence > > + face ring.117 > > + type 70 > > + value 250 > > + Cha 2 > > + path_attuned 257 > > + path_repelled 131072 > > + Wis 2 > > + Pow 2 > > + grace 2 > > + resist_godpower 30 <-- !!!!! > > + msg > > + This ring is blessed by the gods who do good, > > + and protects a little against the power of those who > > + do harm. > > + endmsg > > + end > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel