> Thank you for removing the godpower ring for now peter. > I don't want to appear stubborn, but since this issue will Well, I don't mind appearing stubborn :) I think we both have valid arguments and no doubt we'll keep hammering at this until everyone is satisfied, or at least, tired. > I have designed many high level maps in pupland, and I do > have some experience there. If you want to create a melee monster > that can threaten a high level character, there's only two > possible ways: > > 1) You hand "harmless" attacktypes to the monster, but many > of them (fire/cold/physical etc). Since players can drink potions > and wear protections you must set the monster to extremely > high level (>100) and insane strenght. If you don't, players > would soon smite your "highlevel monster" like an ant. > > What is the outcome? A monster that kills players instantly > unless they know exactly about all attacktypes of that monster. > Now tell me: Isn't that the exact opposite of what you want peter? You raise a good point here. My reasoning is that demanding that the player take potions in order to survive imposes enough cost to balance this. Once he's got enough potions in him, I think he SHOULD be able to whack these monsters. I agree, though, that you shouldn't make the monsters so powerful they destroy an unprepared character before he has any possibility of fleeing. This in effect means that a player with 95 resist would have little to moderate trouble. I, however, think this is fine. It's the whole reason we allowed the 90 and 95 potions in the first place: to let players survive in the face of overwhelming firepower--ESPECIALLY when they're playing through lag. > 2) Second, you hand godpower (or weaponmagic) to the monster. Are we talking melee attack with godpower/weaponmagic or via spells? There IS protection from melee attack: a very high AC, which is *permanent* and which a player can attain relatively easily. And there IS protection from cause wounds and comet, the two spells bearing godpower and weaponmagic: reflect spells. However, reflect spells is unreliable in face of what high-level monsters that spew out cause wounds and comet/swarm in high volume. A bit of lag, a few hits, and before you know it you're dead--and your only fault was being unlucky with the Internet. > Since there is no protection from these, the monster can be > of sane strenght. A player who is not well-prepared has > a good chance to survive here. > Instead of cowardly hiding in equipment, the player needs to > work with healing spells/potions against this type of > monster. A tactic that seems quite interesting in addition. cowardly hiding in equipment or potions is the only recourse for a player who is suffering from lag. He cannot count on being able to click that healing potion or press that key and have the keypress arrive in time to save his ass. > > Alternately, use weaponmagic, and remove > > "prot weaponmagic" from the carrillium apron and from that > > hammer someone just told me about. > > Okay, be it weaponmagic or godpower doesn't really make much > difference. Personally I favour godpower. Not only that it sounds And I favor weaponmagic, for this reason: in this game, we have many gods in opposition. I think it makes sense for one to counteract another's power. > like being the "ultimate thing" - Important spells like > cause wounds, retributive strike and diseases rise and fall with > this attacktype. (E.g. Serious protection from disease can easily > make it abusive again). I'll respond to each of these separately: 1) Cause wounds: why not have a god of Good protect you from harm from cause wounds? counterspell and sanctuary and counterwall and reflect spell and directors all offer protection. What's so horrible about 51%? 2) Retributive strike: this spell is so overpowered that 51% is going to be overwhelmed. I also can't see this spell as important. When is it used on players? 3) Disease: players, by and large, easily avoid the effects of their own diseases anyway. The key to balance of them is to require enough grace cost/kill to make them OK: this has been done for all the diseases to my knowledge. Players can simply loose their disease and run away before it gets them, leaving the pestilence to do their work. Furthermore, nothing is sacred about using Godpower as the attacktype for a disease. Weaponmagic could be used instead. However, I have no problem with one good god aiding your survival vs. an affliction due to another god. As for using diseases ON players, you can easily make them fatal unless cured no matter WHAT protection is used, even 99% godpower, and STILL give the player reasonable time to save his own ass, even a lagged player. On aside: you keep making the argument that once we allow ANY defense vs. godpower, we allow UNLIMTED defense against godpower. This is not true. We can forbid protection above 51%, (or 75%, or 80%, whatever level we decide is OK for lagged players.) Weaponmagic defense has been limited to less than 51% for years now without any inflation. > Besides, I would miss these spells in my (map-making) repertoire > if they became harmless due to protective items. Please don't argue against the straw man of 90%+ resistance to godpower anymore, which no one has advocated. 51% is by no means total immunity, 51% fire protection, for example, is of no use vs. dragons. > However, if the majority favours weaponmagic to rule over > godpower, guess I can live with that. > > I would only like to have at least one attacktype without any > means of protection (for players). And that should then be > kept as a strict "rule" in future, so people can rely on it for > mapmaking. I also can accept weaponmagic as being resistance banned for players. I would prefer not, since I think players should be able to defend themselves vs. what is thrown at them. But you say you need an unavoidable attacktype for Pupland. I'm not qualified to comment on pupland, I just hope you haven't made it too hard. Barely possible for the pinnacle of crossfire players playing with low lag might be a bit too much to expect. But the pupland set is the best of the mapsets in the game, and so I think we must give weight to your demand for an unavoidable attack. PeterM