Hm, you forgot one thing: You should not find are be able to collect a artifact which is far beyond your level. Why? Well, because the artifact should be fit to the map level. We can calculate a level range which you need to clear a quest or map and the artifact should fit in this. I can't understand all the arguments, because many of the ideas and problems you all are talking about are old ones, which are solved often in normal muds. Most of your ideas are there realized before, so they are not new. But that also explain a major weakness of CF. The whole game in this area is very plain. Means, no guilds, no skills you really must assemble, no connected quests, etc. If you ever plays a real mud, you will notice the difference. Most of the muds are in server structure (the technical part) much more simpler, also in the stuff you can do. But the "world" itself is much much more deeper. Thats something i had tried to explain in the past ,and perhaps my bad english has not cleared it. Working on the server, including more options inside there will make the game not much better, because you will not invoke a big, noticable game play boost with it - the game is good enough. The only real game play boost will come from map design and "gaming design" like quested or level depending artifact for example. Many muds have this leveled artifacts. Everquest for example has also included "non drop" items, to avoid special item trading. And so on. Really, if we want make the game better, we need to rework the maps and what you can do with it and the way we handle things like race, skills (messed up skills like hiding, set traps, etc), quest and artifacts. (why have titans artifacts weapons?). Ok, thats only examples, but most of the maps are about 8 years old. In this time, the game play has changed much, so its time to redo there something. With scriptfire, we can include there fantastic quests and maps, sadly no one works on real map sets yet. > > "Andrew D. Bagdanov" wrote: > > > > > This is a very good idea. The full bonuses wouldn't even necessarily > > have to be given, it could say something more ambiguous like: > > > > It would be interesting to have to go through all the trash in your > > apartment every once and a while to see if there are any artifacts > > that are now useful. > > I dunno. While the above two ideas may make the game more > realistic, it also > makes it more annoying to play. When you get an artifact above > your level, you > can't really be sure if its worth keeping since you can't see the > full bonuses > > My guess is that the result of this would be that people will > just go to the > spoilers and other sources to find out what the item is and if its worth > keeping. And of course, experienced players that have seen the > full bonuses > from another character already know if its worth keeping or not. > > > > > > This way, the low level characters could see what they may > > > eventually get from the item. > > > > > > But I will note that case #1 has to be done before either #2 or #3 > > > can proceed. So it probably makes most sense to do that, and if > > > further refinements are needed, #2 or #3 could be done after the > > > fact without a lot of difficulty. > > > > > > > Well I guess it's about time for me to get off my lazy ass and look at > > the server code... > > Such a change should not be to hard to make. Off the top of my > head, these are > the changes that should be made: > > add a min_level field to the object structure > modify the load/save code to load/save that value > modify the apply code (apply_special I believe) to look at min > level. While at > this, the player improved weapon code should be modified to use > the min_level > value, as that then makes this code more common. > > Since object values default to 0, this would actually work quite > well - items > with no set value would have a min level of 0, which everyone > would equal or > exceed. > _______________________________________________ > crossfire-list mailing list > crossfire-list at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-list >