[CF-Devel] new stat generation system.

Peter Mardahl peterm at tesla.EECS.Berkeley.EDU
Fri Feb 2 04:49:45 CST 2001


>
     
       This mostly came about because peter was hacking the client so that it would
     
     >
     
      automatically re-roll stats until some desired value is reached.
     
     
There will always be ways to abuse the game.  I don't think this
one is very severe:  I'd rather see other ones fixed.

>
     
       Currently, the server enforces a total stats between 82 and 116.  It was
     
     >
     
      suggested that instead of rolling stats at all, just give the player the 116
     
     
116 is probably too high initially....

>
     
      if you can just set the values, it will be easier to min/max the stats - righ
     
     >
     
      now, for example, it is difficult for a rolled stats to be much lower than 8.
     
     >
     
      It appears the rolling method is 4d6, keep the best 3.
     
     
Yes.  That is how it works.

>
     
       But then I realized a better way would be for the client to handle all of th
     
     >
     
      - basically, the server would tell the client to choose stats, total is 130. 
     
     >
     
      Client presents whatever way it wants for the player to set those to the
     
     >
     
      different attributes, and when the player is done, the client sends back to
     
     >
     
      server the values for str, dex, con, etc.  Server verifies the values to make
     
     >
     
      sure they are proper, and then moves along to race selection.
     
     
There's nothing intrinsically wrong with this, but we have to make
sure no one picks any one stat > 18.  Race/Class modifiers can
be added later.

>
     
       Thoughts?  Its some amount of work, but overall, the amount of code may be
     
     >
     
      reduced in the server and client (code to roll the stats, swap, them, etc, is
     
     >
     
      handled on the server, but the client has to deal with the actual interaction
     
     >
     
      with the player.)
     
     
Even though a random rolling system is open to abuse, I think it is
more fun in general than having to choose all the stats.  Crossfire
is open to *many* client side abuses:  I don't see why we should
treat this one specially and neglect all the rest.

PeterM

    
    


More information about the crossfire mailing list