[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
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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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