On Tue, Jul 05, 2005 at 02:46:53PM +0800, Lalo Martins wrote: > There is a general feeling in the mailing list that we want to encourage > two other kinds of gaming experience; the inter-player interaction and > teaming (think mmorpg - to my knowledge crossfire is one of the first > mmorpg! and never claimed to it...), and the role-playing. Richard Bartle's Players Who Suit MUDs might be a good starting point for analysing the players and crossfire. In the paper he identified four kind of players: explorers, socialisers, archivers and killers how they relate to each other, what makes them tick and he comes to the conclution that all four are needed. For socialisers and killers, crossfire in general isn't very well suited. Its "regularity" (most things work in the same way) also makes it less suited for explorers, but I except more python scripts to change that somewhat. > What I thought is, by mass-slaughter, you can, as reported in that > thread, get to level 90 quite fast. This makes it more or less > mechanical for the level-seekers - and a mechanical game gets boring > quick. It also makes it uninteresting for the game-explorer-types, who > will try each of those dungeons once then leave in disgust, back to > their alchemy labs. The whole point for an "explorer" is to explore something new and unique, not explore the same map over and over, so of course they will only try each dungeon once (except to gain higher levels so they can explore other things that those higher levels grant them access to). Making the game harder for archivers will not make it easier/better for explorers. More unique things will make explorers more happy. It doesn't have to be powerful things for an explorer, even silly and almost useless things can make them happy if they manage to find some new use for it. I'm an explorer & archiver when it comes to crossfire. I try to gain the highest level so it is easy to explore everything without worrying too much about getting killed. I also want to gain high levels in all skills to be able to explore all that I can do with those skills. When killing stuff, there is an excitement (one can die!) so it is not as boring to repeat the same stuff over and over again as it is with non-fighting skills, like lockpicking where at most a triggered trap will be annoying. It takes forever to reach a new level in most non-fighting skills which makes it boring for the archiver part of me ("I want a reward now!") and when I finally gain a higher level in some skill, it often just reduces the chance of failure, it gives me no new abilities which makes it boring for the explorer part of me. To make it a requirement to gain multiple skills to get a higher level would make it more boring for an archiver and not do anything to the other three kinds of players. Instead of making it harder to level a "focused" character, make it easier to increase other skills and people will do it. Regards, /Sebastian -- .oooO o,o Oooo. Ad: http://dum.acc.umu.se/ ( ) \_/ ( ) (o_ "Life is not fair, but root \ ( /|\ ) / (o_ //\ password helps!" -- The BOFH \_) (_/ (/)_ V_/_