[CF-Devel] Re: pup_land volcano maps - Too difficult

crossfire-devel at archives.real-time.com crossfire-devel at archives.real-time.com
Tue Jun 8 15:45:15 CDT 2004


In reply to an anonymous bug tracker report (#968638):

>
     
      I know that white dragon scale male has been toned down
     
     >
     
      several times, and it's now impossible for a newbie to
     
     >
     
      obtain, but the road to obtaining it is too difficult,
     
     >
     
      period.
     
     
By the time I created the volcano maps, I balanced them carefully
against a level 110 player. A lot of things have changed in
the meantime, and I haven't played CF for a while. I just
tested the volcano maps once again, and I agree that some
rebalancing and bug fixing is in order.

Before diving into the details, I want to state that these maps are
really meant to be a challenge - and I mean challenge - for top high
level players.
If they are almost impossible to survive, that is just fine.
If they are *really* impossible to survive though, then it is not okay.

>
     
      Players must endure a swarm of meteors, icestorms,
     
     >
     
      burning hands, and ball lightnings.  These will kill a
     
     >
     
      level 112 player with at least +88 res to fire, elec,
     
     >
     
      and ice instantly, less than 0.3 seconds officially on
     
     >
     
      the metalforge.net server
     
     
I'd like to refer to each of the obstacles in the volcano:

o The gargoyle-shaped, comet-hurling "death machines" (firewalls):
  They have become far too deadly due to an immensely increased
  burn-radius (= range) of the comets. Their level 100 adds to this.
  I plan to rebalance this by reducing their level to 60 and
  inserting a customized comet version with a range of 3.
  This will also prevent the fire from covering the warning sign.

o The ice and fire statues are quite okay IMO.
  With a 95% immunity potion for fire/ice they are passable.
  
  There is one important problem with the rooms however:
  The firewalls ("anti-magic force") in the hallways which connect
  the rooms, get pushed out of their position by the frost and fire
  spells casted by the statues. I don't know how to fix this, but the
  objects which get pushed are firewalls (type 62) and they have
  "no_pass 0" set. They should not get pushed, is that possible to
  achieve somehow?
  
o The ball lightnings are survivable with a 90% elec resist potion,
  but unfortunately the lightnings are more persistent than they
  used to be. The counterspell effect doesn't quite get rid of them.
  I'll see what I can do about that. Reducing the spell duration
  seems like a suitable solution.

o The cause wound spells don't work, that is another problem.
  The white statues are simply monsters with "stand_still 1" and
  cause heavy wound spell objects in their inventory.
  Anyone know what could be the problem? Maybe they need a praying
  skill assigned somehow? Or is it the lack of god?
  All I can say is that it used to work in former times.



Greetings,

AndreasV


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