[CF-Devel] new stat generation system.
Peter Mardahl
peterm at tesla.EECS.Berkeley.EDU
Fri Feb 2 04:49:45 CST 2001
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This mostly came about because peter was hacking the client so that it would
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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.
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Currently, the server enforces a total stats between 82 and 116. It was
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suggested that instead of rolling stats at all, just give the player the 116
116 is probably too high initially....
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if you can just set the values, it will be easier to min/max the stats - righ
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now, for example, it is difficult for a rolled stats to be much lower than 8.
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It appears the rolling method is 4d6, keep the best 3.
Yes. That is how it works.
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But then I realized a better way would be for the client to handle all of th
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- basically, the server would tell the client to choose stats, total is 130.
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Client presents whatever way it wants for the player to set those to the
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different attributes, and when the player is done, the client sends back to
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server the values for str, dex, con, etc. Server verifies the values to make
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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.
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Thoughts? Its some amount of work, but overall, the amount of code may be
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reduced in the server and client (code to roll the stats, swap, them, etc, is
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handled on the server, but the client has to deal with the actual interaction
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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
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