[CF-Devel] Re: [CF List] Too stupid...
Chachkoff Yann
yann.chachkoff at mailandnews.com
Sat Jul 14 09:24:34 CDT 2001
Some remarks...
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The behavior for the leveled weapons already exists, one of the random
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quests has an item Ruggillis Wisker or something and it has been improved
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127 times so no player char can wear it.
I didn't knew that item. I'll check it.
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As we already have discussed the progressive way would be more difficult to
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implement
That is only your point of view, not mine.
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and partial improvement is really annoying/stupid (drop a level and loose
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the ability of hitting fire with your weapon???)
Experience: Knowledge acquired by a long training and observation (Larousse).
So I think partial improvement is not that stupid. And it already exist in
some way in the game with spells: spells are getting stronger with your
experience; drop a level and you may become unable to cast some spells. If
you accept the idea for some abilities, why can't you accept it for others ?
It is of course only my opinion; but if you ever read Fantasy or played
"table" RPG (not computer RPG), you certainly already encountered such
behaviour.
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You do not have to guess if it would consume you, it is a feeling the player
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gets when trying to apply the weapon.
This may be true for some items - but would it be for all of them ? Some
weapons could be intelligent enough to keep that secret (an magical
identification would then be needed). Again, it is not an original idea: The
One Ring is a well-known sample of an item consuming the wearer without
warning. Also remember I never said the dark side of the item could not be
discovered: identification by a powerful wizard could be possible for example.
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The two second last are good ideas. The last is somewhat useless quest topic
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in crossfire, since money has no meaning in it. When you get to level >20
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you get more money than you can ever spend so you keep dropping it to
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somewhere or store it to chests infinitely.
The fact that money has no meaning is a problem that should be corrected, and
I know the problem for quite a long time. I was just giving common samples
often found in Fantasy litterature.
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PS. read at least 10 last messages on thread before starting to comment on
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individual messages... this one is quite long already and most things have
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been quite throroughly discussed, explained and justified
I always read all messages that I receive before starting to answer. Maybe
you think anything has been said on a particular subject, but never forget
that anyone can have a different idea about it. And I never expressed my own
ideas on this subject before. Some points may now be 100% clear and justified
for *you*, but not for anyone. I am sorry to ask questions that could have
been answered before, but if I put them again, it is because I think there
are still things to say about it.
>>
I haven't looked at the new scripting; could that be used to have a
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scripted object that gives out bonuses based on the details of the
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character applying it? If so, then there could even be a Ring of the
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Fireborn that only gives the full bonuses to a Fireborn player (or gives
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the bonuses at a lower level).
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we probably don't want to use scripting for 'simple' things (simple things
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being values that do not change).
I agree with that. Common code should stay in C. Maybe we can test things
with scripts and, if they proove to be useful, implement them in C ?
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I just think it would be pretty annoying to have a pile of 30 items and not
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really know the full strength of any of them until you are of appropriate
level.
I agree with that. Just an idea I got when reading this: identifying powerful
items could be a good goal for a quest.
That message is quite long. I'm sorry if reading it is boring for most
people, but I think everyone has the right to express his own opinions,
boring or not.
Chachkoff Y.
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