I run a server (or did untill yesterday with the cvs update and strange crashes) and I see players making massive amounts of money quickly via treasure and weapons etc. In the past CF was a bit diffrent and you didn't make the fortunes that fast, it was much more enjoyable and challenging. I have made the archetypes, they are at https://cat2.ath.cx/crossfirearch I hope they help make the game fun and challenging again. --- Palfy Tamas < xenon at csoma.elte.hu > wrote: > > This bronze thing is sure one great example of a > "good-idea-tho-dunno-what's-goin-on-anyway". > Low lev. players do not get much money selling pussy > nonmagical trash > anyway. They simply not worth it. Besides why should > one make harder to > get money and/or xp, anyway? To make it much more > fun? Geez, just say it > loud, listen to to it, then think a little... > "I'll make it harder, so everyone will love it!" > In fact CF is _not_ an easy game, at least not at > low-level and > middle-high level. (At middle-lvl and at very-high > lvl it _is_ easy, but > as you can see, there are at least 5 categories of > hardness in the game > depending on the players lvl. Balancing them all out > is almost > impossible, and the question emerges: is it really > important to be the > game everytime equally hard?) > It's that simple: Xp--Money--Monster's_hardness > That 3 (and nothing more!) what's important in the > balance of this game. > At low-mid lvl, money _is_ important, tho with some > tricks it's not too > hard to get enough -- but it has nothing to do with > things like iron > sword. (The thought that low-lvl players will need > only 2 gp for > upgrading/replacing their weaponry is --I'm really > sooory, I don't want to > be too rude-- simply ridiculous. 2 gp? C'mon!) > Making more real or making more challanging the game > is really honorable. > But check it out! The system itself is almost > complete. There are weaker > and stronger weapons and armours, shileds, spells, > etc. And the game > isn't too easy either. > Once I've played a LOT with this game, and saw > almost everything that one > could have seen about 6 months ago. And this > includes players as well, > not only the game itself. Believe me, only one thing > really matters in > this game. And that's how you can manage yourself in > the game. Everything > else is secondary. You can get lotsa money? So what? > Others give you great > magical items? Is that something? If you want to > _know_ things about this > game, you have to do it yourself. And you'll need > all your > skills, bravery, ingenuity, cunning and composure to > see really > interesting things in the game. And these things are > meant to be acquired > by experience. Noone can give them to you. (Unless > there's someone who > tells you every possible threat and every solution > for all the troubles > you might encounter.) > But that's one thing you can _never_ influence in > _any_ way. I could > log in, and make any other player an owner of a > _very_ powerfull character > by simple telling him things. To prevent that, you > would have to pay an > unpayable price. (Meaning changing the quests and > lotsa things in the game > regularly, which would make the whole game entirely > unenjoyable.) But > believe me, pro players never do things like that. > And the other ones... they can get lotsa money with > alchemy, get some xp > in the TCs, etc., but they won't disturb any > balance, that's for sure. > That doesn't mean I don't like players whit that > playing style, no. > There's no problem with it, that's why I'm trying to > protect them in a > way. They enjoy playing, and that's what really > matters! > As in any other muds, non-pros and pro-s should be > equally important. > All I'm saying, I can't see any balancing issues at > that lvl. > About the TCs, they are simply "dungeons in town", > which may seem to be > ridiculous, but their only purpose is to grant a > fast way to get levels > back. (As for me, as far as I know, I still have a > lvl 103 char. on > metalforge, and have been to the high-lvl TCs once > or twice. And that's > because I died once or twice as well. The point is, > had I died more, I > had been there more as well.) > And the xp-loss=time-loss for players is just a > strong enough penalty. > Time is the most precious thing we can have! > > Let me finish with this: > (I'm trying to tell you this every time with > different words, I hope one > day my voice will be heard.) > Please, devs, don't think about CF as a game with > players! Think about it > as players in a game! You have an idea, think about > the players, not the > game itself. > There is a huge difference beetween "This way the > game would be much more > balanced." and "This way the players would play in a > much more balanced > game." > > Xenon > > PS.: Forget money already! Really, there's NO > problem AT ALL with money > in the game!! (Maybe it' better this way, that > almost noone concerns > about money in CF. At least it's much-much nicer > than in the real world.) > > > > On Thu, 30 Sep 2004, Mark Wedel wrote: > > > > > I agree that we shouldn't get bogged down on > what is a metal or not (although, > > bronze is a metal, it just not an element :) or > necessarily the realism of > > objects, etc. > > > > I'd note that one possible indication of poor > quality of workmanship is for > > objects to be -1, -2, etc, but non cursed. > > > > I'd also note that in my findings, it isn't all > the misc non magical items > > that are really worth much - its the fact that you > collect everything, identify > > the stuff that is magical, and find that +1 sword > of lythander, or other magical > > items that basically covers everything - something > like that could be 100 pp. > > > > Now reducing the value of the objects helps out > - that value is basically > > determined as a multiplicative effect, so if items > are 25% value, what was once > > a 100 pp combo is now only a 25 pp combo. > > > > I do wonder however on some of the potential > strangeness - one could seriously > > ask why/how would a +1 bronze longsword of > lythander get created for example (if > > you're going to make a magical item, start with a > decent base weapon at least). > > > > > > _______________________________________________ > > crossfire-devel mailing list > > crossfire-devel at lists.real-time.com > > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? 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