[crossfire] Summary: Next major CF project
Mark Wedel
mwedel at sonic.net
Sun Aug 12 23:23:47 CDT 2007
Nicolas Weeger wrote:
>> So in very broad terms, these are high priority major projects I saw
>> discussed. Note that this is just forming a list that people will vote on,
>> so discussions like 'that is a stupid idea' or 'that is a great idea' are
>> also misplaced at this time - when the voting happens, that will determine
>> what actually gets worked on - if an idea really is great, then in theory
>> it should come up near the top of the vote total, and reverse for bad
>> ideas.
>
> You're missing point 2b, which is: write quests - not "quest 1 that enables to
> do quest 2 that enables to do quest 3", but "quest that we can do for the
> fun", or "outspin / details on something" :)
>
>
> As a personal note, point 2 isn't something I'd want to be too strict - no, I
> don't want a world where every beginner quests are together, every high level
> quets are together somewhere else. I'd rather have quests mixed in the world,
> provided enough (subtle) warning is given so players don't stumble onto too
> hard quests and die.
I wonder if there are really two points, as going back to my orignal message
for context:
2a) Re-organize the world so there are different areas for different levels
(level 1-10 area, level 11-20 area, etc). Add a main quest(s) that would lead
a character through these areas up to high level
with 2b being:
2b) Add many more maps and quests. Mid to high level quests are probably needed
in greater number than low level quests
I'd probably consider these as separate as many other items on the list (so 2b
should perhaps be point 11). Re-organizing the maps doesn't require new content
(but new content is always nice), and likewise, new maps/quests don't require a
re-organization of the entire world. And keeping them as separate points may
make them more manageable in scope (each on its own is a big project I think).
And without getting into too big a discussiong on point 2b, I'd like to try to
narrow it down for a better definition. For all the other points in the
summary, I have a pretty some idea mentally on what changes are needed, and at
what point one would call that completed.
For 2b above, it is a bit vague. Is 100 quests enough? 50? 200? An exact
number may not be realistic or something easily stuck to, but having some idea
would be nice. Should it be driven instead by perhaps more broad terms, eg,
there should be 3 story lines/quest threads that could take a character from
level 1 to 100. I don't want to get into specifics (right now) about what those
might be - the point being there is now some replay if a character diligently
stuck to one story, they could play again and get something different.
Or is what you were really saying is that in order to complete what is point
2a, some number of new maps is needed in addition to re-organization of what is
there? I suppose some question above applies - should that be 1 point or 2, but
in that case, I would see that if it was 1 project, the scope at that point is
small enough to be reasonable.
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