[crossfire] combat notes

Mark Wedel mwedel at sonic.net
Fri Dec 14 20:32:08 CST 2007


  I think map resets really have to be seen as a game mechanic, and not try to 
explain it too much in terms of real life.

  Doing incremental resets is really hard, as was noted.  Aside from the issue 
of chained maps, to do incremental resets you'd need some form of logic which 
denotes what stuff resets on the map when (these monsters show up first, then 
these, then treasure, etc).

  From a gameplay perspective, it could be really annoying to go to a map that 
looks like it is fresh, only to find out the tough monsters/good treasure still 
hasn't reset yet.

  I'm not even sure I like the idea for maps to repopulate.  While that could be 
done, there is still the issue of treasure (getting treasure to repopulate is 
harder).  And ideally, the map should repopulate when folks are not around.

  Other than from the 'does it make sense category', I don't think maps 
resetting is much an issue - I haven't really seen much in the way of users 
complaining about it - often times, they'd want he maps to reset even faster. 
The idea of player instance dungeons is probably more relevant - just have to 
figure out how to deal with parties on that one.




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