[CF-Devel] Re: [Crossfire-cvs] CVS: crossfire/lib artifacts,1.26,1.27

Peter Mardahl peterm at tonks.EECS.Berkeley.EDU
Tue May 1 04:02:01 CDT 2001


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      Two small things I want to underline:
     
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      - Andreas V. is right. Allowing such protection against Godpower will ruin 
     
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      fun since it means that you could become nearly immune to nearly any attack 
     
     
Oh hardly.  51% max protection vs. godpower isn't perfect invulnerability
by any means.  "nearly immune", hogwash.  And you pay 2 ring slots
for this 51% protection, that's 2 ring slots which could be worth
several hundred points of protection.

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      type. What could then those poor monsters do ? And I just can't see how you 
     
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      could justify a protection against the pure force of the gods in a RPG. So 
     
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      please, throw it away !
     
     
One god protecting vs. another?  Why is that so unimaginable?

So far, 2 con and 1 pro the prot. godpower.  If this keeps up
I'll have to take it out.

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      - I thought that Crossfire-0.98.0 was the last step before 1.0 release and 
     
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      that the only additions that would be integrated were bugfixes. Strangely, 
     
     
As Mark remarked, this primarily applied to server and client code
bases.  Those *can* and *have* been largely frozen except for
bugfixes and minor tweaks.  We've been mostly worried about
removing all the bugs which cause crashes.

However, we've been modifying the image set completely freely, and many
map updates/fixes have been done as well.  

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      the Ring of Benevolence doesn't seem to be a bugfix at all... Does it mean 
     
     
No, it's not a bugfix.  However, balancing is part of the current
phase of development.  There're precious few artifacts around for
helping priests, so I added the priest series of ring artifacts,
MOST of which AV approved of, and no one else has seen fit to
comment on.

His only objection was to the 30% godpower resistance on
one of these rings for priests, the Ring of Benevolence, which
will get taken out if this 2-1 trend against continues.

My main problem with AV's strategy of using Godpower as "the irresitible
attacktype which is given to monsters to make them hard" is that
Godpower can be rightly and logically defended against with the
power of another God, and Godpower rightfully should be used
only for divine attacks, effects, and rarely, divine creatures.

Weaponmagic seems to me a much better attacktype for something
to which "no protection may be granted", and I'd rather see protection
on that banned than Godpower.  I've even offered to retrofit the
maps.

Despite this, I fundamentally disagree with using weaponmagic or
godpower vs. players.  Players OUGHT and SHOULD be able
to prepare vs. and defend against what the mapmaker throws
against them.  I think maps should be soluble instead of gambling
with deathtraps that cannot be avoided, protected against,
or prepared for.  Players that play correctly and use the proper
precautions should WIN.

In NO map I've made have I used weaponmagic or godpower vs. players.
(knowingly:  someone might have added these attacktypes to some monster)
Even with these new rings defense against those attacktypes is very
thin.

Mapsets don't have to kill players a lot to be fun.  Maps are
cool mostly because of their puzzles, structure, and story, not
because of their impossible monsters.

PeterM


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      that the Crossfire development team changed their projects and finally 
     
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      decided to accept new additions, or is it just the manifestation that only 
     
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      some people are allowed to make such additions ? If so, please send an 
     
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      official 'Authorized Developers List' so other coders will not loose time on 
     
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      Crossfire.
     
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      Commander Gros Of the Western Dwarven Kingdom
     
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