[crossfire] Idea for skills
Mitch Obrian
mikeeusaaa at yahoo.com
Sun Nov 27 09:32:52 CST 2005
There should be NO redistribution of the quests IMHO.
If you want more quests in an area do what I'm doing
and make more (I'm working on a navar quest). If you
don't make more quests you don't have a right to
complain about a lack of quests in an area IMHO.
--- Yann Chachkoff <
yann.chachkoff at myrealbox.com
>
wrote:
>
I don't really like that idea.
>
>
Sure, the intend - force people to explore the world
>
furthermore - is good.
>
But I see little justification of forcing them to
>
make a given quest to
>
increase their level. Arbitrarily capping the levels
>
looks very artificial to
>
me.
>
>
On the other hand, I think that a similar principle
>
(make some quests a "must
>
do" to go further) could be used to unlock other
>
quests and areas. Such a
>
system would be easy to justify scenaristically-wise
>
and would achieve the
>
same result without artificially bending the
>
skills/levels system, or
>
requiring changes to the code.
>
>
It would mean that a geographical redistribution of
>
the quests would have to
>
be done at some point, and/or that "locks" would
>
have to be put to prevent
>
access to higher-level quests.
>
>
But all this sounds like map-making job, which I see
>
as a better (or
>
cleaner ?) way to go than creating another
>
special-case to rules in the code.
>
I tend to think that the whole problem of people not
>
exploring the world all
>
comes down to the quests structure and locations:
>
people don't explore
>
because they have no reasons to do it, and because
>
travelling without
>
encountering anything is just plain boring. I'm far
>
from being convinced that
>
we'd solve that problem with another piece of code -
>
I think that improving
>
*maps* would lead to more satisfying solutions.
>
>
So, my opinion:
>
- No to artificial capping of levels;
>
- Yes to "capping" of quests and areas access,
>
unlocking them by finishing
>
some "key quests".
>
>
Le Samedi 26 Novembre 2005 15:47, Nicolas Weeger a
>
écrit :
>
> Hello.
>
>
>
> Here's an idea concerning skills: add a "cap level
>
without doing a quest".
>
> For instance (levels are random numbers): a player
>
could level up to 15
>
> in one handed weapons. Then he'd need to complete
>
a quest to be able to
>
> get to 25, then another for 40, and so on.
>
>
>
> The aim would be to force players to explore the
>
world, to find those
>
> quests to reach higher levels. Of course the
>
quests should be designed
>
> to be do-able with level ~15 / 25 / 40 one-handed
>
weapon.
>
>
>
> Ryo
>
>
>
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--
>
Yann Chachkoff
>
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