[CF List] levels & exp
Steven Lembark
lembark at wrkhors.com
Mon Apr 1 00:47:59 CST 2002
>
There are some very deep random dungeons. The problems I have with some
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of them is that since they only use 'standard' monsters, the difficulty
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can jump pretty good. The giant race dungeon comes to mind - you start
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with things like ogres, then small trolls, hill giants, and then goes to
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trolls. There is a pretty big gap (I find) between the hill giant and
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trolls - I might be able to slice my way through the hill giants without
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much trouble, but once the trolls show it, it becomes quite difficult.
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The real solution is more dungeons. I don't necessarily think that the
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entire series should necessarily go from level 1 to 30 - by series, I
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mean something like the set of quests you get in scorn. Most of the good
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commercial games I have played have good side quests to fill in some
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level and exp you may need.
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but realistically, the amount of maps in crossfire have not increased
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much in recent time, and thats probably the bigger issue - having more
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maps, even if not part of a larger quest, but rather something like
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'there is a cool item at the end of this (which the raffles basically
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are))' to fill in for more of the levels would be most useful.
But the monsters aren't the only part. Well-designed dungeons
can be physically harder even with the same monsters due to
fewer places to hide/escape or combinations of monsters and
traps. Random dungeons can help with the monsters being well-
scaled, but the really interesting parts come from dungeon
layout itself.
Catch there is that we need people to do the careful design.
If this were a commercial product we'd be paying people to
do that part. Since we aren't, the next best thing is to make
the process fun to plan && well-streamlined. Emphasis there
would be on allowing people to lay out "effective" dungeons
[whatever definition we come up with] with minimal overhead.
--
Steven Lembark 2930 W. Palmer
Workhorse Computing Chicago, IL 60647
+1 800 762 1582
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