[CF-Devel] poisoning & demonologic tower

Andreas Vogl andi.vogl at gmx.net
Tue May 1 05:57:00 CDT 2001


Mark W. wrote:

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      [...]
     
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      > I'm not trying to judge on anything here. But maybe we should listen
     
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      > more to the players' preferences in such cases.
     
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      > Either we remove the whole thing, we do nothing and stick with the
     
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      > immunities, or we tone down the hazard till players can accept it.
     
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      Note that some players preferance might be something like
     
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      'virtually impossible to be killed'.  So we have to take some
     
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      consesus and common sense.
     
     
That's true.

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      I personally think the third choice is the way to go - tune things
     
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      down so they are acceptable.
     
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      Depending on the attacktype may determine how easy/hard this is to do.
     
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      For drain, it would not be really hard to reduce the amount that a
     
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      drain hit takes (instead of 10% by default, maybe 3% or the like) as
     
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      well as put some upper limit (100,000 or something) for high level
     
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      characters. 
     
     
Yes, good idea. Maybe the upper limit could be dependant on level-
difference between attacker<->defender? Say, a grimreaper couldn't
drain much from a level 100+ player.
Anyways, the upper limit for draining shouldn't be high. One should
barely ever loose a level from it.

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      For acid, [...] It has been sugested that items should have quality
     
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      ratings and thus get repaired.
     
     
I agree this is a pain in most RPGs and we should consider
this with care.

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      re confusion, slow, ...
     
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      But what I'm really arguing against here is the items that
     
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      give permanent immunity. As youu say above, once those are given
     
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      out, the attacktype becomes meaningless. [...]
     
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      idea for fixing at least some of these:
     
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      confusion: If you have a resistance, then perhaps give some chance
     
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      based on resistance for the player to move the direction they want.
     
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      Thus, if you are 50% resistant, you will still wonder around somewhat,
     
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      but basically move in the direction youu want to, and hopefully get
     
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      away from the creature.
     
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      slow: amount of slowdown could be affected by resistance.  So if you
     
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      are 50% resistant, you are only slowed by 50% of what youu would
     
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      have been otherwise. Once again, this should let you get out of danger.
     
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      paralyze: No good solution. This is really either an on/off effect.
     
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      Perhaps just do away with paralyzation as a monster attack, and leave it
     
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      for players? Currently, players beyond a certain level are immune
     
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      anyways because they get an immunity item for it.
     
     
Great suggestions for confuse and slow. It's true that 90% resistance
to these attacktypes is much nicer when it really helps.

I would leave paralyze like it is, till we have some idea what to
do with it.

Andreas V.

    
    


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