[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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> 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.
>
>
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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