[CF-Devel] Issues I'de like to bring up

crossfire-devel-admin at archives.real-time.com crossfire-devel-admin at archives.real-time.com
Sat Apr 26 14:54:27 CDT 2003


Introduction
------------
Hello all, some notes about my system before I go on. I use Linux and
the GTK client under GNOME. I'de like to break this email into 3 parts
game design, map design and client design. Game design in this email is
in regard to the game itself, the features, monsters, spells, etc. the
map design is in regard to the world we play in, the cities, the
individual maps, etc. and the client design is the gtk client itself.

Game Design
-----------
Overall its a fun game to play. There are a lot of things to learn and
do, feature wise there are a ton. my biggest concern with this is the XP
you loose when you die compared to the XP you gain when you kill a
monster. From what I understand you loose 20% or 3 levels when you die,
which ever is less. So if a small piddly monster kills me say I loose 3
levels, but if I kill it I get maybe 1000 XP. Not quite even. If I kill
a dragon I get so 100K XP but if it kills me I loose 3 level, not quite
even as well. Now when I loose the 3 levels, it might no sound so bad, 3
overall levels isn't *that* big a deal, but in the process I also loose
(most times more than 3) specific levels. Regaining the levels lost can
take days, just to be able to retry and kill the monster that killed me
in the first place.

I understand that there should be a bigger penalty for dieing than for
killing the monster, its a reason to just die all the time. I think
there is a fairer way to do this though that is more proportional to
each monsters strength - if killing a monster gives you N XP points,
then being killed by the monster takes N*5 XP away from you. That being
said, if I was using a magic skill when I die, they should all come out
of magic, etc. just like when I kill it they would all goto magic.


Map Design
----------
Generally speaking the game allows for a lot of unique things to be done
in the maps, most of which have been done already, I'm sure. My issue is
with the current maps I've seen. There is no real progression threw
"easy" "medium" and "hard" types of maps. By this I mean: I'm a level 19
overall player, most in magic. I can complete most maps in Scorn rather
easily, I can also defeat raffle 1, but once I venture out most of the
other maps I die in about 30 sec. of entering. An idea I've been tossing
around in my head that I think would solve the problem requires a
complete world re-design. Its basically as follows:
1) Have 4 major cities
  a) levels 0-10
  b) levels 11-20
  c) levels 20-50
  d) levels 51+

2) City one (the city all players start in - like Scorn) you can leave
this city, just like now, when you buy a pass, but to enter any of the
other 3 major cities you would need the pass + be within or above the
level range for that city.

3) Any levels (caves, mountains, forest, towers, runes, other cities,
etc.) outside the 4 major cities should have a sign explaining what
level the map/area is. This could be a sign saying "Levels 10+" or
"Powerful beings only" etc. but as they are out of the 4 major cities,
any level player should be aloud to go into then regardless.

4) Anytime that there is a quest, riddle, etc. to solve, PLEASE make
sure that any idiot can figure it out. A prefect example of what not to
do is Red Islands (or what ever it is called). Myself and 2 other
players were there for 4 days - in real life - trying to figure it out.
The only reason we got threw is someone else told us the passwords.

I think with this design, you get a nice progression of things do to as
you gain in levels. It also gives new areas to explore that you would
never have seen before. And it still leaves surprise areas (outside of
the 4 major cities) for very difficult or mix and match levels.

The last thing I want to mention is a very specific point. Every now and
again one player just pisses you off, beyond all. It would be nice if
players had the option to turn off the safeties in the arena.

Client Design
-------------
I use the GTK client - and like its functionality. There really isn't
anything wrong with it. Though I think look and feel wise you may get
more players if it was a fully graphical, full screen, client. This
would be a major coding project and probably not be something a single
person could do.

Closing
-------
Thanks for reading all this, I'll be waiting for replies and the
conversation this email will hopefully bring.

		Justin Zaun
                metalforge server (jgz)




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