[crossfire] Crossfire 2.0+ features/priorities

Miguel Ghobangieno mikeeusaa at yahoo.com
Wed Feb 1 05:14:15 CST 2006


I think a better solution would be to, rather then
show every attack message, only show one every 1
second or so. Friendly fire is setable in the settings
file and can be set low to compensate.

--- Mark Wedel <mwedel at sonic.net> wrote:

>   But this is also tied to player speed.  Unless you
> make attack speeds really 
> slow, but that doesn't work will with current
> movement code - really, attack 
> speed I don't think has much effect if it is slower
> than the players normal speed.
> 
>   So I think without some significant changes, hard
> to slow it down to the point 
> you can read it out without some major
> restructuring.  If we say the player 
> speed is 0.5, that is still 4 attacks/second.
> 
>   I think to be at a 'readable' pace, it would need
> to be closer to about 1 
> attack/second.  But you still want to move at a
> reasonable pace.  So to do that 
> 'slow' attack, you'd need some code restructuring -
> basically, you'd have to 
> have a separate 'weapon_speed_left' variable or the
> like - if you try to move 
> onto a monster, if your weapon_speed_left is less
> than zero, you just can't move 
> there (right now, you'd attack the monster).
> 
>   I had suggested a long time ago adding something
> like 'damage factor' as a 
> setting, which divides/multiplies damage
> done/received.  This provides a 
> convenient way to make adjustments without having to
> change all the archetypes 
> and the like
> 
>   If we're going to start adjusting HP of
> creatures/players, I'd state a primary 
> goal to be that monsters and players have more
> similar HP.  One of the problems 
> right now is monsters have so many more hp than
> players that targeting spells at 
> other players become almost instant death.
> 
> 
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