[CF List] New experience system on metalforge
Todd Mitchell
temitchell at sympatico.ca
Mon Oct 7 11:18:44 CDT 2002
I wonder how much of the dislike of cooperative questing comes from the fact
that the combat system and much map design sort of discourages this style of
play. I wonder if the fixes to monster sensing ranges (now they don't all
rush you from all over the map) will improve this? I really like the idea
of co-operation, but I can see how play style would favour single player
currently. Mob is not just a noun in this case, many monsters do not have
an adequate AI to make multiplayer work - they just rush. Then again I did
get the chance to watch a level 100 paladin playing - he just hid around a
corner and lobbed seeking spells quite a lot. Since the monsters were all
trapped in rooms, to avoid a mid map pileup, and could not reach him there
was no need for co-operative play there. Using more varied attack movements
for monsters would be one solution. I have suggested in the past that an
additional pass condition that would allow flying (creatures and objects) to
pass while blocking ground movement (walking players and monsters) would
encourage a lot more multiplayer fighting (more possible use of tactics and
missile weapons) as well as increasing the possible complexity of maps.
----- Original Message -----
From: Yann Chachkoff <
yann.chachkoff at mailandnews.com
>
To: <
crossfire-list at lists.real-time.com
>
Sent: Monday, October 07, 2002 10:03 AM
Subject: RE: [CF List] New experience system on metalforge
>
Some thoughts about all this...
>
>
Another alternate experience system was tested some time ago on my own
server
>
(chachkoff.dyndns.org): Maximum level of 29, for an amount of experience
of
>
934999998 points/skill at most.
>
>
The idea behind this was to make life harder for high-level characters
(the
>
experience progression stayed the same as they're in the standard scale),
by
>
making high level progression much slower.
>
>
Setting the maximum level for skills to 29 would make it harder to cast
>
powerful spells; it would also mean that common spells like Burning Hands
>
couldn't reach as much destructive power as before. The main wish was to
push
>
players to more cooperative work - A group could achieve tasks a single
person
>
couldn't.
>
>
Results were somewhat disappointing, although not entierly unexpected.
Results
>
could be summarized as follow :
>
>
- Power gamers generally didn't like the idea of lowering the maximum
level of
>
power one could gain, mostly because some quests would have become "too
>
dangerous to make". Few people were actually ready to make dangerous
quests
>
with their high-level character.
>
>
- Power gamers generally seem to avoid team-play if they can; cooperation
in
>
Crossfire appears to be more item/trade-oriented ("I give you this item to
>
help you") than direct "cooperative hunt" ("Let's regroup to kill those
>
dragons").
>
>
(I don't say there aren't exceptions - but those appear to be 'common
rules').
>
Both of the above points are directly related to the psychological profile
of
>
the average Crossfire power-gamer. Both are in direct contradiction with
the
>
ideas behind the tweaked experience scale. I - and some others - would
have
>
preferred a higher average difficulty level for Crossfire at high levels;
>
however, since too few people accepted the concept, I put an end to the
>
experiment.
>
>
Since it seems that the idea is showing up again, I restarted my server
for
>
those interested - it could be interesting to see concrete returns from
>
players on all those systems and try to take the better from it.
>
>
Y. Chachkoff
>
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