[crossfire] Crossfire 2.0+ features/priorities

Mark Wedel mwedel at sonic.net
Thu Feb 2 01:34:09 CST 2006


Brendan Lally wrote:
> On 2/1/06, Miguel Ghobangieno <mikeeusaa at yahoo.com> wrote:
>> And a setting to show (by default) 1 attack message
>> per second or so (rather then "char punches once, and
>> again, and SUPRISE again!").
> 
> I want the rate of attacks to be down to about one (or two at most) a
> second - at least for  'normal' weapons (like broadswords). Try
> swinging a sword more than twice a second consistantly, and then you
> will see why I think this a reasonable limit (yes, you can do more
> with a fencing sword like a foil or epee, but they don't do much
> damage anyway, if someone wants to add them with stupidly high weapon
> speeds, they could still do so). - having fewer attacks means more
> time to think in combat, less hack and slash, more strategy, and less
> CPU overhead too.

  The counter of course is that crossfire doesn't mimic real time - IIRC, time 
in the crossfire world is 8-10 times faster than real-time.

  That said, I wholeheartedly agree that crossfire is too fast, so should be 
slowed down.

  Slowing it down would have another effect, that being that it would take 
longer to kill stuff, and thus money would be accumulated slower (As well as 
exp, and/or alternate ways of exp become more valuable).

  But if physical attacks are slowed downs, spells also have to be moderated in 
some way.  And that can start to get trickier if the player has multiple wands/etc.

  That said, if the smooth movement stuff is a high priority item, I'd think 
that would completely redo movement and actions, and that could be the time to 
fix it then.




More information about the crossfire mailing list