[CF-Devel] town portal (RE: CVS commit: maps/city/misc)
Yann Chachkoff
yann.chachkoff at MailAndNews.com
Wed Feb 27 02:00:27 CST 2002
>
===== Original Message From Tim Rightnour <
root at garbled.net
> =====
>
On 26-Feb-02 Yann Chachkoff wrote:
>>
If I remember well, there was a crossfire compile-time option to activate
>>
"backfire effects" for failed spellcasting
<snip>
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Basically, here is the problem:
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Player A fights monster A:
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Monster A can fire lightning at the player all day long, with no fear. if
the
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monster dies, it doesn't care, it repops.
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I suppose you imply that monsters got an infinite amount of mana. Did I ever
said they should ? (Unless, of course, the spells are "natural abilities",
like the dragon breath)
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Player A however, has limited mana, and if it dies, it's a very upsetting
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thing. The player has a spell which he painstakingly learned, and now
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attempts to use against the monster trying to kill him. Oh look, he rolled
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00, he just blew his arm off.
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The backfire effect should of course be a function of the player and spell
levels. I simply can't imagine why a player should be killed when missing a
level 1 spell.
Now, if the "painstakingly learned spell" is a difficult one (Very powerful
spells like "Meteor Shower", "Resurrect" or "Chained Lightning"), I think it
should be somewhat dangerous to cast. Note that I'm not the only one to think
so - in many commercial RPGs, high level spellcasting is quite risky, and it
does not seem to upset players at all.
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This is just like critical hits/misses.
Not really, as the critical hit/misses usually do not take the levels of the
player and the attempt into account. Critical hits are usually triggered when
you roll a special value on the dice (like 00 or 99).
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I suggested the void, because it's a specific solution to a specific problem,
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one which was being abused on our mud, and looks to be abused on CF. If you
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think about it, the portal is a kind of "cheat" for the player. He can avoid
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things that he would normally have to encounter. The player is willing to
risk
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the void, in order to cheat past the rest of the maze. However, a normal
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spell, like say meteor storm, is not a form of cheating, it's just a high
level
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mage causing lots of fire. The void is designed to balance the cheat out.
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I do not understand how Town Portal could be used as a cheat to pass over a
whole maze, since the player needs to reach the end of it to cast the Portal.
Now I admit that the Town Portal offers the opportunity of a "convenient
escape" - but that's also the case for Word of Recall and, to a lesser extend,
for Dimension Door and Amulets of LifeSaving. Should we consider them as
"cheats" also ?
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I don't mind if you take a certain spell, and find a logical and just
backfire
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for it, on an individual basis. Think of the void as "a rift in space time
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caused by the portal". But I think each spell should be evaluated one at a
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time, and determined if it needs a backfire or not. I do not agree that we
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should penalize spellcasters in general.
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I am not opposed to the idea of binding specific effects to specific spells.
However, I think the problem is more general than just an unbalanced spell.
What about spells like Word of Recall, Holy Word, Burning Hands, Create Bomb,
Summon Avatar, Sanctuary, Restoration for example ? Should we also apply a
specific solution to each of those ?
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As yourself, why is it that nobody runs the backfire code. :)
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Maybe that's because the option is disabled by default and most people never
change anything in the configure file ?
And, as I said, I do not think we should retake the current system as it is -
but using it as a workbasis for a more general and flexible system.
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