[crossfire] Rebalancing, difficulty curve -- simple ideas

Lalo Martins lalo.martins at gmail.com
Tue Aug 29 23:53:40 CDT 2006


Ok, one issue with balance is that, as someone mentioned, most monsters
either kill you too easily or are killed too easily.  I don't have a
solution for that, only wanted to bring it up so we don't forget it ;-)

The other thing is that there is a level beyond which you just progress up
to demigodhood (110+).  What level it is?  That depends on the server --
more precisely on the exp_table.  On MF I've been told it's about 20
something; I don't know personally as I never reached that level in MF. 
On my own server, which is set up for children, of course a good player
can go to demigodhood in a day or two from scratch.

The big problem is that if there is a point where the curve slopes, then
you won't explore the world, look for new quests, or even interact much
with other players; and on the other end this causes map makers to only
want to make high-level quests.

To encourage player interaction, the game needs to strongly nudge
characters into having different strengths and weaknesses.  This is
already done to some extents (at low levels) by resistances, natural and
god-given; of course at higher levels you start collecting artifacts and
you have any resistances you want.

An idea I think might be worth experimenting with is cutting the
contribution that *ALL* skills make to general score.  If you have more
characters running around with level ~10 and their primary skill(s) at ~20
that would encourage them to get good at one skill, and therefore to
interact with other players.

Finally, the easy answer to the curve issue is tweaking the exp_table
carefully.  I want to start a mini-project, with the goal of tuning up a
"perfect" (heh) exp_table.  Here's what I'd need:

- the server :-P I'd host it here but my bandwidth sucks.  I need either
an easy way to modify the exp_table and read player files, or a person
willing to do that for us.

- about three experienced players who are willing to play a lot of
crossfire, to actually test the curves.  I'll play the role of the noob --
I play better than a beginner, but not much.

- ideally, a copy of MF's exp_table, which many people seem to regard as
the best table out there, to start from

- rough consensus on the ideal curve.  Here's my draft:

* half a playing hour per level up to 5;
* 1h/l up to 10;
* 2h/l up to 50;
* 3h/l up to 70;
* 5h/l up to 90;
* 7.5h/l up to 100;
* 10h/l beyond 100

These are for an average player of course.

best,
                                               Lalo Martins
--
      So many of our dreams at first seem impossible,
       then they seem improbable, and then, when we
       summon the will, they soon become inevitable.
--
personal:                              http://www.laranja.org/
technical:                    http://lalo.revisioncontrol.net/
GNU: never give up freedom                 http://www.gnu.org/





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