Le Vendredi 13 Juillet 2001 05:27, vous avez écrit : > > 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. > > Real guilds should be introduced and skill system should be improved to > really separate character classes and to improve the game play. Advancing > in guild would be a good source of quests to accomplish. > 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. > -- snip -- snip -- > > > Many muds have this leveled artifacts. Everquest for example has also > > included "non drop" items, > > to avoid special item trading. And so on. > > Leveled artifacts would be really good, that way we could have more meaning > to get to the levels > 100 also. Now the game mainly loses the point after > level 60 or 70, nothing more to obtain after that than exp. A level > requirement, so that there would exist level 100 items also would keep the > players interested longer and also enable the mapmakers to do items for the > really best players only (why is the 110 level limit btw in exp and 107 in > skills?). For lover level chars the game could just act as it does with > current weaponbuilder weapons: "the artifact is too powerfull for you, it > would consume your soul" > 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. > 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); > > 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. > > Some maps are old as well as some artifacts are old and some of them should > be reworked to make them playable (some are still broken). A few new maps > have been introduced during the last year, but all the new maps I've seen > are plain boring hack & slash. Kill this monster and get to meet the bigger > one. Where have all the good mapmakers gone?? I have had real fun playing > the pupland quests for years and I think those maps are the greatest in the > game (not the wdsm quest anymore, as it has been changed to plain > hack&slash) since they are largely connected, contain a lot of puzzle > solving and have a good intrigue in them (not just hack&slash) > 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.