[CF List] Too stupid...

Kimmo Hoikka Kimmo.Hoikka at Digia.com
Fri Jul 13 12:03:42 CDT 2001


>
     
      > 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 ?
     
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      For example, a sword that would be +1 when used by a character of level < 20,
     
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      +2 and fire attack for characters between level 21 and 50, +3 and
     
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      fire+electricity attacks when the character is higher than 50 ?
     
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      I do not like the idea of "The artifact is too powerful for you, it would
     
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      consume your soul". How can you guess an unknown item would consume you ? Why
     
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      not allowing too low level players use the item, but getting problems with it
     
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      (Item rebellion, power losses, etc.) ? I think it would add an interesting
     
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      point to the game, because you would never be sure a powerful item is really
     
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      good for you.
     
     
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. As we already have discussed the progressive way would
be more difficult to implement and partial improvement is really annoying/stupid
(drop a level and loose the ability of hitting fire with your weapon???) You do
not have to guess if it would consume you, it is a feeling the player gets when
trying to apply the weapon. Go try with the Ruggilli's Wisker to see that. The
only thing missing is similar behavior for other artifacts i.e armour, amulets
etc.

>
     
      > Non-drop items are not so good idea, since many players like to collect
     
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      -snip-
     
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      I think non-drop items are non-sense: they are the source of many problems
     
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      and I just don't understand how to justify their non-drop behaviour in the
     
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      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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      > >
     
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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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      >
     
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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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      >
     
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      Yes, but still there is one thing lacking in crossfire: good stories. Some
     
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      plots do exist (for example the story of Lord Eureka), but for most quests,
     
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      there is a dungeon "just because characters want to get artifacts". The
     
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      "backgound" stories are often too weak. The two main goals now are:
     
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      - Doing the level to get experience points;
     
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      - Doing the level to get a powerful item.
     
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      For me, it should be something like:
     
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      - Saving the Princess because I'm a Noble Knight;
     
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      - Getting that Magical Sword to save the world of the Hrontar the Black;
     
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      - Finding the Lost Key of Mandor to become rich, rich, rich !
     
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      This can be done without writing code - This is a work for scenarists.
     
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      Chachkoff Y.
     
     
The two second last are good ideas. The last is somewhat useless quest topic in
crossfire, since money has no meaning in it. When you get to level >20 you get
more money than you can ever spend so you keep dropping it to somewhere or store
it to chests infinitely. The game has no places where to really spend money, like
a casino (a good idea for a new building in scorn) or a potion shop where to buy
endless amount of resistance potions  (with high prize ofcourse)

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 been
quite throroughly discussed, explained and justified

Kimmo Hoikka
     
     Kimmo at Hoikka.com
     
     
    


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