[CF List] Too stupid...

Chachkoff Yann yann.chachkoff at mailandnews.com
Fri Jul 13 16:31:36 CDT 2001


Le Vendredi 13 Juillet 2001 05:27, vous avez écrit :
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      > But that also explain a major weakness of CF. The whole game in this area
     
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      > is very plain.
     
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      > Means, no guilds, no skills you really must assemble, no connected
     
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      > quests, etc.
     
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      Real guilds should be introduced and skill system should be improved to
     
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      really separate character classes and to improve the game play. Advancing
     
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      in guild would be a good source of quests to accomplish.
     
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     Real guilds are something the players should make by themselves and should 
not become a development issue. The problem is that guilds are currently 
unneeded because:
- Too few players;
- Too few "multiplayer" quests (nearly all quests can be achieved alone).
Promoting a guild system would be useless without quests to support them.

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      > Many muds have this leveled artifacts. Everquest for example has also
     
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      > included "non drop" items,
     
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      > to avoid special item trading. And so on.
     
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      Leveled artifacts would be really good, that way we could have more meaning
     
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      to get to the levels > 100 also. Now the game mainly loses the point after
     
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      level 60 or 70, nothing more to obtain after that than exp. A level
     
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      requirement, so that there would exist level 100 items also would keep the
     
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      players interested longer and also enable the mapmakers to do items for the
     
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      really best players only (why is the 110 level limit btw in exp and 107 in
     
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      skills?). For lover level chars the game could just act as it does with
     
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      current weaponbuilder weapons: "the artifact is too powerfull for you, it
     
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      would consume your soul"
     
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     What about items that reveal their powers only in a progressive way ?
For example, a sword that would be +1 when used by a character of level < 20, 
+2 and fire attack for characters between level 21 and 50, +3 and 
fire+electricity attacks when the character is higher than 50 ?
I do not like the idea of "The artifact is too powerful for you, it would 
consume your soul". How can you guess an unknown item would consume you ? Why 
not allowing too low level players use the item, but getting problems with it 
(Item rebellion, power losses, etc.) ? I think it would add an interesting 
point to the game, because you would never be sure a powerful item is really 
good for you.

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      Non-drop items are not so good idea, since many players like to collect
     
     -snip-
I think non-drop items are non-sense: they are the source of many problems 
and I just don't understand how to justify their non-drop behaviour in the 
game universe (for me, "for playbalance" is not enough);

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      > Really, if we want make the game better, we need to rework the maps and
     
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      > what you can do with it and the
     
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      > way we handle things like race, skills (messed up skills like hiding, set
     
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      > traps, etc), quest and artifacts.
     
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      > (why have titans artifacts weapons?).
     
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      > Ok, thats only examples, but most of the maps are about 8 years old. In
     
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      > this time, the game play has
     
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      > changed much, so its time to redo there something. With scriptfire, we
     
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      > can include there fantastic
     
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      > quests and maps, sadly no one works on real map sets yet.
     
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      Some maps are old as well as some artifacts are old and some of them should
     
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      be reworked to make them playable (some are still broken). A few new maps
     
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      have been introduced during the last year, but all the new maps I've seen
     
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      are plain boring hack & slash. Kill this monster and get to meet the bigger
     
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      one. Where have all the good mapmakers gone?? I have had real fun playing
     
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      the pupland quests for years and I think those maps are the greatest in the
     
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      game (not the wdsm quest anymore, as it has been changed to plain
     
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      hack&slash) since they are largely connected, contain a lot of puzzle
     
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      solving and have a good intrigue in them (not just hack&slash)
     
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     Yes, but still there is one thing lacking in crossfire: good stories. Some 
plots do exist (for example the story of Lord Eureka), but for most quests, 
there is a dungeon "just because characters want to get artifacts". The 
"backgound" stories are often too weak. The two main goals now are:
- Doing the level to get experience points;
- Doing the level to get a powerful item.
For me, it should be something like:
- Saving the Princess because I'm a Noble Knight;
- Getting that Magical Sword to save the world of the Hrontar the Black;
- Finding the Lost Key of Mandor to become rich, rich, rich !
This can be done without writing code - This is a work for scenarists.

Chachkoff Y.

    
    


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