[CF-Devel] Re: [CF List] Too stupid...

Chachkoff Yann yann.chachkoff at mailandnews.com
Sat Jul 14 09:24:34 CDT 2001


Some remarks...

>
     
     The behavior for the leveled weapons already exists, one of the random 
     
     >
     
     quests has an item Ruggillis Wisker or something and it has been improved 
     
     >
     
     127 times so no player char can wear it. 
     
     I didn't knew that item. I'll check it.

>
     
     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.

>
     
     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.

>
     
     You do not have to guess if it would consume you, it is a feeling the player 
     
     >
     
     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.

>
     
     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.

>
     
     PS. read at least 10 last messages on thread before starting to comment on
     
     >
     
     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
     
     >>
     
      scripted object that gives out bonuses based on the details of the
     
     >>
     
      character applying it?  If so, then there could even be a Ring of the
     
     >>
     
      Fireborn that only gives the full bonuses to a Fireborn player (or gives
     
     >>
     
      the bonuses at a lower level).
     
     
>
     
     we probably don't want to use scripting for 'simple' things (simple things 
     
     >
     
     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 ?

>
     
      I just think it would be pretty annoying to have a pile of 30 items and not 
     
     >
     
      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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