[crossfire] IRC traffic for Sunday Oct 22
Alex Schultz
alex_sch at telus.net
Tue Oct 24 08:39:07 CDT 2006
Hi all,
Well, on Sunday alot was said on many many crossfire issues. Here's a
summary of what was discussed for anyone interested. I'm hoping we can
come up with some solid plans on some issues :)
When replying, please only reply to one issue at a time, and change the
subject line to account for what you are replying about :)
Alex Schultz
Lack of popularity:
-No advertisement being a large reason
-Google ads (Ryo_) (was the joking or not? :P)
-Slashdot article for 2.0 (Rednaxela)
-For 2.0 alpha/beta, like freeciv. Good for testing (cavehippo)
-Should have a stable enough test server for 2.0 alpha/beta
-Need to ignore trolls
-UI nitpicks
-Gameplay nitpicks
-Don't want to go so far it bogs down servers.
-Hopefully means more devs and content (map, image, etc) makers.
-Improving Gridarta
Gridarta Ideas:
-Better 'connection' (i.e. buttons and gates) interface. Perhaps
even give
the server new object types for boolean logic, and give Gridarta a
flow-chart-like interface to that.
-NPC dialog editor
-Understand @match syntax and the subset of regexp syntax
-Warn users when they are doing 'the wrong thing', as in putting
object on
the map or in inventories that should never go there.
-Daiminion already does this. Code just need to merge this code
and make
crossfire-specific rules for it.
-Perhaps warn about connected object in inventories, because that
doesn't work and could confuse map-makers.
-"but I think more importantly, it should be possible to create a crappy
'my first map' in 10 minutes or less" - Cavehippo
UI Ideas:
-hp bars on player/monster images (darkschneider)
Graphics:
-Symbolic value lacking in some cases
-Good symbolism means "recognizable at first glance"
-Consistancy lacking it many cases
-Larger?
Hanuk:
-Is he too easy to get too for how deadly he is?
-Is he too deadly?
-Are the warnings enough
-Do players heed warnings enough? Why/Why not?
Death penalties:
-One of the things that bugs players the most
-Remove them?
-A "limbo" map?
-a choice between certain penalties?
-Could make them more "tangible"
Map design:
-Are maps designed badly so players can die too suddenly?
-Proposed standard view size
-Is it needed? Perhaps LOS should always limit seen distance
instead of
a hard map size limit.
Why do people spend days leveling a skill up?
-Because it would be useful at a higher level
-Should we focus on making it just as fun to play at a low-level
-Spell rebalancing and adding new spells as one specific case
-"We played around in the arena a while ago: most spells are
useless
because nothing hurts a player. Or you use meteor swarm or
banishment which kills instantly." --Ragnor
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