From alex_sch at telus.net Sun Jul 1 00:05:15 2007 From: alex_sch at telus.net (Alex Schultz) Date: Sat, 30 Jun 2007 23:05:15 -0600 Subject: [crossfire] Organizing efforts, was Re: Project: New Intro In-Reply-To: <4686FA14.8020105@sonic.net> References: <46855F98.1090908@telus.net> <4686FA14.8020105@sonic.net> Message-ID: <4687360B.6030208@telus.net> Mark Wedel wrote: > The original mail in question had what I really two different topics - one for > the idea of redoing what players see when they connect, and a second about group > efforts to get things done in a timely fashion. This mail more focuses on how > to do group efforts - ideally to come up with some scheme that can be used as a > model, because as Ryo pointed out, there are lots of big projects on the list > beyond just a new starting village. > Indeed I did have those two topics combined in there. Indeed there are lots of other big projects, but I was just trying to pitch what seemed most reasonable to me to be a starting place :) Perhaps I may have been somewhat hasty in rushing to trying to suggest one particular project, however I was rather anxious to see things happen and I was, and still am, concerned that the decision making process could be too slow or even stall. > Some projects/changes may have dependency issues (rebalancing spells should > likely be done after redoing classes/races as an example). Those need to be > identified and ordering sorted out. > Perhaps map out all proposed big projects in including their dependencies, and create a sort of vague roadmap which could be posted on the site somewhere, which would be revised to include a marker for what is the current project once it's been agreed on. Perhaps this may sound a touch overengineered, however I think that such a roadmap could be made quick and simple with Graphviz and would make it easy to see what priorities and possible future priorities may be including dependencies. Anyways, this little paragraph of mine is getting a little off topic into the technical implementation details which are of relatively lesser importance. > In this particular case, I agree that a new intro should be something at the > top of the list. But going forward, I think we need some way to decide what is > done. > > In the context above, developer is anyone that is willing to help out to get > the project done - doesn't mean coder, could be map maker, artist, person > writing documentation. but someone that just plays the game probably shouldn't > be included, as that isn't going to help get the project done - my idea here is > that you want the project decided on by those actually going to do the work. > One the project is decided on, all are welcome to pitch in ideas, etc. > Yes, this makes sense: That the project would be decided on by those who feel committed to trying to do what they can for the project that is decided on. > So after the project is decided, there needs to be a project leader. In some ways, it may make sense to have project leaders decided before the project, in that each proposed project prior to deciding which one would have a developer assigned to the project who feels competent with the project at hand and comfortable with the leadership role, which may often be whoever had the biggest hand in proposing that particular project. This might shave a little time off of deciding on a project leader and avoid disputes, though it may not, but just a thought. > Depending on the project, what that means may vary. But I would say that the > leader should come up with a plan detailed enough that it can be divided into > work by several people. An example would be maps - having broad outlines of > what should be done is a good starting point, but having a 1 or 2 line > description of what is needed on the maps then provides folks enough detail to > work on it. For coordination, putting this chart on the wiki, and people > signing up for parts of it is probably a good way to go. > Yes, agreed. And just as a little note/tip/plug, dependency charts of tasks within the project could also be done quick n' dirty with Graphviz in a clear format if the project leader believes it would be useful :) > I tend to think that it is best of the project lead starts by sending out a > fairly detailed document - the reason I say this is that a fair number of > developers have been around a long time, and can probably come up with a fairly > complete starting plan without a lot of input. They should still send that out > and get input, but having a good starting point may trim a week or two off the > discussion, and also provide a clearer picture to everyone what the idea is. > Some of the basis here is also that some points have already been extensively > discussed in the past - new points are welcome, but we don't necessarily need to > fully discuss all the issues again. > Yes, this makes sense to me > Once the plan is more or less agreed to (hard to get 100% agreement), people > start working. In fact, work may start before this, as there may be some points > which everyone is in agreement on, and it may be more adding new points/details > to the plan. > > The role of the project lead/coordinator is to take the pieces and make sure > they all work. In the case of the map example, look over the maps, make sure > they meet various standards, basic idea behind the map, and link up the exits, > etc (possible that some maps completed before the ones they link to). > Indeed, this type of role is important (and is some ways something I feel we've been lacking to an extent in the project in general) > All projects should be worked on until fully done. If a new NPC speech method > is done that requires modifying the NPCs, it isn't sufficient to put that new > support in and modify the NPCs in scorn and say 'it is ready' - that project > isn't done until all the NPC's on all the maps are updated. Otherwise, past > experience shows that those other NPCs probably won't get updated. > Yes, we often get too much in the way of sparsely used features and this policy may help avoid that (hopefully). Alex Schultz From crossfire at kahnert.de Sun Jul 1 01:43:46 2007 From: crossfire at kahnert.de (Juergen Kahnert) Date: Sun, 1 Jul 2007 08:43:46 +0200 Subject: [crossfire] Organizing efforts, was Re: Project: New Intro In-Reply-To: <4686FA14.8020105@sonic.net> Message-ID: <20070701064346.GA869@cthulhu.desy.de> On Sat, Jun 30, 2007 at 05:49:24PM -0700, Mark Wedel wrote: > This mail more focuses on how to do group efforts - ideally to come up > with some scheme that can be used as a model, Is there a list of deciders? Who needs to nod, before something could be implemented? If there is no such list, create it. Or better extend the developer list with the responsibilities. > there are lots of big projects on the list beyond just a new starting > village. On the CF 2 todo list are a few high priority projects. Most of them are independent (without dependencies to the other projects). "Character Creation" and "Game Balance" have a strong dependency by each other. Those two needs the highest priority for CF 2, and it has to be clear what's the goal before a single line of code is written for it. > Some projects/changes may have dependency issues (rebalancing spells > should likely be done after redoing classes/races as an example). > Those need to be identified and ordering sorted out. Exactly. Touching this part of the game means, you have to abandon old characters. Everybody has to start over with a level 1 character. You can't change the game balance and keep the old unbalanced characters. This has to be clear and stated. > But for any volunteer project, it is difficult to force people to do > anything. It's not necessary to force someone. It's finished when it's finished. You don't have to pay a contract penalty if you can't keep your timeline. > My thought here is that each month (or maybe more/less frequently, > based on how long it takes to do the different things), the developers > should decide what is the most important thing to change/add/fix. If one project is finished, than there are free capacities and that's the time you have to decide what's made next. Should they help others to finish their project faster or is there another project needs to be done? There is no need for peridical polls about the priority. > In this particular case, I agree that a new intro should be something > at the top of the list. But going forward, I think we need some way > to decide what is done. See beginning, who are the decision makers? > but someone that just plays the game probably shouldn't be included, I don't think so. They can help testing. If you like to rebalance and reorganize the world, you need player who likes to test it. I think about a set of standard characters on different levels. How does it feel to solve the map as a sorcerer on level 5 compared to a warrior on level 5. Is it possible with a fireborn, what's the challenge for a dragon, ...? Create a standard character for each class on different levels. Don't say this is a level 5 map if not all the level 5 standard characters classes passed through it. Maybe you'll see that this map is a level 1 dragon warrior map but a level 8 fireborn sorcerer one. Yes, this needs extensible testing and this will only be able with a lot of players. You'll need a "game balance coordinator / leader " which will collect the player comments and discuss this with the developers. > I tend to think that it is best of the project lead starts by sending > out a fairly detailed document - the reason I say this is that a fair > number of developers have been around a long time, and can probably > come up with a fairly complete starting plan without a lot of input. And I think that you should develop the idea with the others. Out of the discussion the leader has to make a detailed concept. Creating a detailed document and nobody likes the idea is a waste of time. > Some of the basis here is also that some points have already been > extensively discussed in the past - new points are welcome, but we > don't necessarily need to fully discuss all the issues again. Instead of discuss it all over again, send the link to the archive. > Once the plan is more or less agreed to (hard to get 100% agreement), And again, who has to agree before the work should be started? > but lots of things has been extensively discussed, and all the > discussions in the world don't really make it so that the project gets > done any faster. That's the coders point of view: "need to code", "can be changed later", ... ;) If something is already extensively discussed, than there has to be a summary and a concept for the work plan. If this is missing, the discussion is not finished, yet. J?rgen From nicolas.weeger at laposte.net Sun Jul 1 03:45:10 2007 From: nicolas.weeger at laposte.net (Nicolas Weeger) Date: Sun, 1 Jul 2007 10:45:10 +0200 Subject: [crossfire] classes & guilds, was Re: class guild map In-Reply-To: <4686EDDC.9060203@sonic.net> References: <20070630183324.GA15855@cthulhu.desy.de> <4686EDDC.9060203@sonic.net> Message-ID: <200707011045.14482.nicolas.weeger@laposte.net> > One problem with this approach is that skill scrolls now become value for > all classes and all levels (until such point as you've minimized the > affinity for all your skills). Which I'm not positive is a good thing - > we've had things like this before (in particular, scrolls of identify) - > the 'fix' for that was to add identify tables so that low level characters, > or those not first to run to the mage shop after it reset, could identify > their items. > > I have no problem with the general idea, but I think that any reduction > in affinity should be done through quests (guildmaster teaches you > something after completing quest, or some quest item reduces it). I don't > think having it changed on the whim of random treasure showing is that > good. What about we simply remove skill scrolls? Or seriously reduce their frequency? I think one could acquire a skill either "randomly" (drop in water a few times, you start knowing how to basically swim - but you can't progress much), or through some masters (want to learn karate? then find a dojo where to train, and acquire basic skills, and when you're somehow higher level you can train for higher level access). Of course not all skills would necessarily work like that (how do you train woodsman without really using it?) Nicolas -- http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref de l'al?atoire !] -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://mailman.metalforge.org/pipermail/crossfire/attachments/20070701/c0805d9a/attachment.pgp From nicolas.weeger at laposte.net Sun Jul 1 03:57:52 2007 From: nicolas.weeger at laposte.net (Nicolas Weeger) Date: Sun, 1 Jul 2007 10:57:52 +0200 Subject: [crossfire] Organizing efforts, was Re: Project: New Intro In-Reply-To: <4686FA14.8020105@sonic.net> References: <46855F98.1090908@telus.net> <4686FA14.8020105@sonic.net> Message-ID: <200707011057.55792.nicolas.weeger@laposte.net> > My thought here is that each month (or maybe more/less frequently, based > on how long it takes to do the different things), the developers should > decide what is the most important thing to change/add/fix. My rationale > here is that if the developers agree that some issue is most important, > they are much more likely to help out. If the general developer response > is 'that isn't very important', then you could pretty much figure they > probably aren't going to put much effort in. Note it may be reasonable to > do less frequent votes, on the basis that after the top priority is done, > whatever was #2 probably makes sense to be the next top priority, etc. But > new projects may pop up, or the completion of one may spawn a new one > (before such and such feature was added, no one thought of something or it > wasn't feasible). No, not developers. Developers *and* players. I'm afraid developers deciding will lead back to current situation, focused on the code and not contents. For us it's sometimes sexier to document the whole code than fix a messy complex bug that isn't too important (but still bothers players) :) One important thing, though, is documentation. We should clearly document things, so we have 1) reference when something seems strange 2) detailed explanation non coders can understand and comment on (example: bracers will add armour, but only if it's the "best" armour bonus - thus if you cast a spell giving armour+5 your bracer armour+2 won't have any effect ; or how resistances / immunities work). > In the context above, developer is anyone that is willing to help out to > get the project done - doesn't mean coder, could be map maker, artist, > person writing documentation. but someone that just plays the game > probably shouldn't be included, as that isn't going to help get the project > done - my idea here is that you want the project decided on by those > actually going to do the work. One the project is decided on, all are > welcome to pitch in ideas, etc. Player feedback is important. I would even say that's the critical thing, else we end with a developers-only game. > I tend to think that it is best of the project lead starts by sending out > a fairly detailed document - the reason I say this is that a fair number of > developers have been around a long time, and can probably come up with a > fairly complete starting plan without a lot of input. They should still > send that out and get input, but having a good starting point may trim a > week or two off the discussion, and also provide a clearer picture to > everyone what the idea is. Some of the basis here is also that some points > have already been extensively discussed in the past - new points are > welcome, but we don't necessarily need to fully discuss all the issues > again. Again, developers will focus on code, whereas we need also players. Once something is decided, yes we can start doing code / preparing for coding tasks. Not before. > The role of the project lead/coordinator is to take the pieces and make > sure they all work. In the case of the map example, look over the maps, > make sure they meet various standards, basic idea behind the map, and link > up the exits, etc (possible that some maps completed before the ones they > link to). No, the role of the coordinator is to make sure the work is done, he's not necessarily the only one working :) > I don't mean to have draconian policies in place in the above - in fact, > just the opposite. What I really want is something in place so that > projects can be decided fast, what needs to be done decided fast, and that > broken down into pieces so that it can be completed rapidly. That's not to > mean without thought, but lots of things has been extensively discussed, > and all the discussions in the world don't really make it so that the > project gets done any faster. We do need a draconian policy on some things, though. IMO, we should reject things if they don't bring anything to the game, or are messing with other things. As an example, I'd say my logger and newspaper plugins shouldn't have been committed in their current state - they are basically useless for now, and didn't really correspond to any needed feature. So we should forbid some commits sometimes, else the code will go astray. Nicolas -- http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref de l'al?atoire !] -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://mailman.metalforge.org/pipermail/crossfire/attachments/20070701/1cd1228b/attachment-0001.pgp From crossfire at kahnert.de Sun Jul 1 07:27:36 2007 From: crossfire at kahnert.de (Juergen Kahnert) Date: Sun, 1 Jul 2007 14:27:36 +0200 Subject: [crossfire] classes & guilds In-Reply-To: <4686EDDC.9060203@sonic.net> Message-ID: <20070701122736.GB869@cthulhu.desy.de> On Sat, Jun 30, 2007 at 04:57:16PM -0700, Mark Wedel wrote: > Juergen Kahnert wrote: > > Doesn't show the level itself the knowledge about a skill? Is having a > > "master level 1" better than "basic level 50"? > > No. If you are master level 10, and basic level 10, the skill > operates the same. I would say, no, the master should be better. How? Just use the "affinity" value to modify the effect of a skill. A warrior with a high affinity to one handed weapons should be able to do more and "better" damage than a clumsy one. You could use it as a divisor for the damage. The lower the affinity value the higher the damage and vice versa. This won't work for every skill, but most. If not the damage, than the chance like for alchemy. Or the duration like hiding. > The difference is that it may take a character 4 times as much exp to > get to basic level 10 as it takes a character to get to master level > 10. For example, if you compare two karate black belt fighter, both have the same level (black belt), but they could have a totally different skill, because of the natural talent / ability (here called "affinity value"). Someone who trained really hard may be able to beat someone with a high natural ability who spent less time training. > Reducing the exp gain is a very easy way to add some difference to the > classes/skills. Level caps would be another way (I know that this may > not be liked, but if you instead say 'this class just doesn't get a > skill', that is basically the same as a level cap of 0). I don't say to deny a class a specific skill. Just make it harder to master and without advice of the guild masters, no chance to discover the deepest knowledge. This is because the guild masters have access to the studies of generations. If someone has to learn it all by himself, he has to live very, very long. ;) > > Every skill level you're able to read one skill scroll to decrease > > the "affinity" value. And make skill scrolls a rare item. > > > > Only the class skills will be allowed to decrease below 1. And > > skills unlikely to the class not below 2. > > > > This could be fine tuned if you like the idea. > > One problem with this approach is that skill scrolls now become > value for all classes and all levels (until such point as you've > minimized the affinity for all your skills). Which I'm not positive > is a good thing Ok, no problem. Use a marker on every skill. This marker will keep the xp of the skill a character has by reaching a new overall level. Now calculate how much [overall] xp was gained through which skill. And those skills above e.g. 15% will decrease the affinity value. This needs some tuning as well, and is independent from skill scrolls. > I have no problem with the general idea, but I think that any > reduction in affinity should be done through quests (guildmaster > teaches you something after completing quest, or some quest item > reduces it). This could be also done. Add a flag which will decrease the affinity value after reaching a new value. Either by reaching a new overall level or after reaching a new level of the skill. This flag could be set by the guild master, quest reward or whatever. > I don't think having it changed on the whim of random treasure showing > is that good. As always, I just offer options how it could look like. I'll never say it has to be like this. ;) Hopefully we're able to find a good solution for more fun with CF. :) > So it is a matter of modify the treasurelists as needed to have > different sets of skills for different classes. Right now, there is > something like a 'basic skill' treasurelist, which contains all of the > basic skill everyone starts with (search, disarm, melee weapons, etc). > Those need to get altered, so fighters get good versions of the combat > skills, and mages get the bad versions, instead of everyone getting > the same. Or just stack them. For example, if a fireborn gets 20 advances of the skill pyromancy and the pyromancer also 20, stack them together and advance the skill 40 times. Starting with an affinity value of 5 with an reduction of 0.04 * affinity value per advance, you end up with a starting affinity level of ~1 for pyromancy as a fireborn pyromancer. > I don't see any reason that every character should be able to learn > every skill. And in fact, right now there are a few special class > limited skills (meditation comes to mind as one that can not be > learned later) Good example. I've no idea why meditation shouldn't be learnable. Even if you never meditated so far, you'll be able to learn it (in the real world). Same for other things. You're able to join a karate club and learn karate, ... Only because other role playing games have hard limits for races and classes doesn't mean you also have to implement them. Yes, copying things is easier than develop new ones and may be more safe, but it's not the case that it has to be always the same. Same for weapon / armor restrictions. Extend the bonus malus system on weapons and armor. A mage shouldn't like to use heavy armor because this makes him fumble the spells more often and heavily reduces the spell points regeneration. A fighter wouldn't care nor notice the malus, but a mage. > The idea of skill/class reform in terms of archetypes doesn't > need/have to conflict with the idea of guilds. With all the changes > above, there is nothing to prevent there from being fighters guild - > but instead of it being based on class, it is really based on your > skill level. Sure, I thought we already agreed with that. A guild will be based on the skill level (way of living) instead of an initial class. With the initial class you are a member of the specific guild of that class, but that doesn't mean you can't change if you follow the rules of another guild(s). Do you like to see me writing a summary / draft concept of the new skill / class / guild system? Or do we need more discussions about specific parts? J?rgen From nicolas.weeger at laposte.net Sun Jul 1 16:51:28 2007 From: nicolas.weeger at laposte.net (Nicolas Weeger) Date: Sun, 1 Jul 2007 23:51:28 +0200 Subject: [crossfire] classes & guilds In-Reply-To: <20070701122736.GB869@cthulhu.desy.de> References: <20070701122736.GB869@cthulhu.desy.de> Message-ID: <200707012351.32009.nicolas.weeger@laposte.net> > Good example. I've no idea why meditation shouldn't be learnable. Even > if you never meditated so far, you'll be able to learn it (in the real > world). Same for other things. You're able to join a karate club and > learn karate, ... One game I saw worked by "skill spots". I don't remember the values or the details, but the general idea was: characters had like 20 spots, which could be filled by skills, with 1 spot for basic skills, 2 for advanced ones, and 3 for master ones. There was a "graph" dependancy, some skills required other skills at a certain level. Players could "drop" skills, or reduce their spot, to use other ones. Not totally sure about the way that was done, though (didn't play, just saw someone play). As for the general idea for skills, I think it's nice to be able to learn all skills (except intrinsec skills, like levitation or clawing - though with nails? ). But we definitely need to balance that somehow, through maluses/bonuses, things like that. And I wouldn't oppose to skill restriction, either :) > Do you like to see me writing a summary / draft concept of the new skill > / class / guild system? Or do we need more discussions about specific > parts? I'd say you can write a first quick summary, preferably on the wiki (http://wiki.metalforge.net just create a page somewhere, maybe linked from another - which one, not sure) :) Doesn't mean it's set in stone, but would be nice to have a full summary, I think :) Of course we can still go on discussing on the list. Thanks for all ideas :) Nicolas -- http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref de l'al?atoire !] -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://mailman.metalforge.org/pipermail/crossfire/attachments/20070701/f4b561b6/attachment.pgp From nicolas.weeger at laposte.net Sun Jul 1 16:53:25 2007 From: nicolas.weeger at laposte.net (Nicolas Weeger) Date: Sun, 1 Jul 2007 23:53:25 +0200 Subject: [crossfire] reorganizing the entire world In-Reply-To: <20070629194924.GE11217@cthulhu.desy.de> References: <20070629194924.GE11217@cthulhu.desy.de> Message-ID: <200707012353.25879.nicolas.weeger@laposte.net> > > 3) Like point #1 for scrolls in maps, also extend it to NPCs. So the > > various NPCs in scorn could also talk about the goblins around the > > area, and perhaps other things. > > Yes, similar to my idea of giving every NPC knowledge about the world. > Give them extra knowledge about the region, and this will be perfect. Related, even if not totally what you meant: we should definitely use the lore from the wiki, and/or expand it to cover the world. So places have historic facts, some background stories, which have consequences (Brest is isolated from the rest of the world, do you know why? check the wiki :p) Nicolas -- http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref de l'al?atoire !] -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://mailman.metalforge.org/pipermail/crossfire/attachments/20070701/0ff35485/attachment.pgp From mwedel at sonic.net Sun Jul 1 23:53:13 2007 From: mwedel at sonic.net (Mark Wedel) Date: Sun, 01 Jul 2007 21:53:13 -0700 Subject: [crossfire] classes & guilds In-Reply-To: <200707012351.32009.nicolas.weeger@laposte.net> References: <20070701122736.GB869@cthulhu.desy.de> <200707012351.32009.nicolas.weeger@laposte.net> Message-ID: <468884B9.4000105@sonic.net> To quickly follow up on some points: I am not adverse to all races/classes starting with all skills (save those intrinsic ones like Nicolas mentions), but with a fair number being really poor versions. For example, the fighter would have good versions of things like melee weapons, bow, perhaps smithery, and really bad versions of the wizard ones (pyromancy, evocation, etc). This also does cover the place - everyone can in theory swim, but those with bad versions may have a very hard time to get exp in it, and thus can never swim very well. It seems that there is a fair amount of debate exactly how the different versions of the skills operate. The basic division seems to be: 1) skills operate the same, just harder to get levels in ones you are not good at. So a person with crappy version of evocation at level 10 casts the same spells just as effectively a person with a good version of the evocation skill at level 10. It is just that crappy version took a lot more work to get to level 10. 2) Skills operate different. A person with the good version of evocation at level 10 casts spells much more effectively than a person with crappy evocation at level 10. I'd think that in this model, the exp gain should be the same - that is to say that the crappy version needs the same exp total as the good version to get to level 10. The difference here is that it becomes harder with the bad version, because the spells don't do as much damage, so you need more of them, etc. I say that level gain should be the same, or close, as otherwise you are really punishing those with poor versions of the skills - not only is the skill not as effective, but you need more exp. You can of course do that, but then at some point, it is almost what is the point of offering such skills in the first place. Note also that in many cases, point #2 really looks like point #1. For example, for disarm traps, you basically either disarm the trap or don't, and those odds are based on level, difficulty of trap, etc. Presumably with method #2, the character with the bad version gets less benefit from their skill level, so effectively this just means that the bad version of level 10 is the same as the good version at level 3. So you don't really gain much in this case, except for guilds that look at minimum level (but then the question comes up, should they also take the version of the skill into account? A person with the poor version at level 10 should be treated differently than a person with the good version at level 10. At some level, it almost seems that a bunch of complexity is being added, and internal at some level, everything is getting adjusted skill level, and using method #1 in that case is a lot easier. The original point of redoing skills/classes was the general complaint that at higher levels, all classes look alike, becuase all classes/races have the same skills at high levels. From some of the discussions here, I'm not sure if everyone actually thinks that is an issue, and instead of fixing the classes/skills, the idea is to enforce/add differentation by guilds and special perks. In that case, this could be the easiest: 3) There is no classes - every starts with same version of all the skills, and what they become is based on what skills they use. A person using magic would be in the mages guild, a person using melee skills in the fighter, etc. This becomes a pure case of you are what you practice. Characters may look the same at higher level, OTOH, if the guilds do offer special benefits, maybe not. This doesn't require any code changes - the real change that would be needed is some new way for characters to get starting equipment (as that is one of the big differences between classes right now - mages start with spellbooks, fighters with arms and armor). From mwedel at sonic.net Mon Jul 2 00:22:27 2007 From: mwedel at sonic.net (Mark Wedel) Date: Sun, 01 Jul 2007 22:22:27 -0700 Subject: [crossfire] Organizing efforts, was Re: Project: New Intro In-Reply-To: <4686FA14.8020105@sonic.net> References: <46855F98.1090908@telus.net> <4686FA14.8020105@sonic.net> Message-ID: <46888B93.2060705@sonic.net> Quickly catching up with followups: I'm not sure we really need graphs to track dependencies - I'm not sure they are that complex (there are not that many). What is really needed is to just note what the dependencies are, so we can know there is no reason to bring spell reform to the table until class/race/skill changes are done. Having project leaders before the project is worked on/voted on makes sense. And as I think about it more, it would generally be good to have the detailed project plan before voting, so people actually know what they are voting on. OTOH, writing up project plans for all the potential things to do is a daunting task. The flip side is that if someone is willing to write up the plan, there is probably at least one person willing to work on the problem. I'd expect in most cases the vote to be pretty clear cut. I think each vote would have to be limited to the top 5 (or so) most important projects, which is probably decided by the person running the vote (but once again, I think the seasoned developers would have a pretty good idea). Certainly anything that has a dependency on it should almost always be on that list. And certainly opinions could be solicited for what should be on the voting list. As stated in my original message: The reason that only the developers vote on the next project to work on is because it is the developers doing the work. The testers are important, but for the most part, they are not going to help get the project get done. Likewise for the players. A big concern I have is that if it is opened up to non developers, we'll get a vote that basically none of the developers (or too few to for meaningful team) agree with. So the players say 'foo should be done first', and developers say 'I could care less about foo'. End result, foo is never done, and this system fails completely - if the vote has no meaning, why do a vote? I didn't really state it, but my expectation is that for the top priority project, as many developers as needed work on it. I'd think that in most cases, that would probably top out at 4-6. If only 1-2 people are going to work on each project, there really isn't any point to this process - the person working on the project would just go an do it, and can coordinate with that other person (can probably find 1 other person that agrees with that project) My hope is that by concerted effort, things get completed in a timely fashion (I think also working as a group may make people work harder/finish things up, because in some sense, people are depending on them. If I individually choose to work on foo, no one is really harmed/waiting for me if it takes 6 months to complete). The current process is basically the individuals work on projects, and they sometimes get completed. That really isn't working if our goal is to complete the stuff on that list. The idea behind the lead sending out a project detail isn't a 'this is how I'm going to do it, tough luck', but rather provide everyone on the list with a detail on what/how they think it should be done. That doesn't stop further discussion. I just think it will save time for the person to do something like 'I think skills should be redone. Here is my list on how they should be redone - opinions' vs a 'skill should be redone. Any thoughts?' Both solicit opinions, but in the first case, you provide some starting ideas. In a sense, the person writing that is probably putting his opinions down first, rather than waiting for feedback, and then putting his plan down. Another reason for this is that the person leading/working on the project is more likely to do so if the plan is one he likes. If the idea/plans that come out of discussion are such that the lead developer things 'this is idiotic', how likely do you really think it is he is going to spend much work on that? He doesn't think it is the right direction. ---- I've said it before, and I'll say it again: Crossfire is a volunteer project. There really isn't any way to force anyone to do anything. So the point here is to try and get something in place so that people will want to do the work, and the best way to do that is to make sure those doing the work have as much say into what is going to be done as possible. That certainly doesn't mean that others opinions are ignored, but there are lots of considerations to take into account - complexity of suggested changes, other side effects, willingness to do those changes. And last point: For quite some time, the mode of operation has been long and varied discussion about all sorts of points, with developers going off working on what they want to work on. The end result of that is very few of the 'important' projects on the TODO list get done. so I would hardly say the current method is working especially well. From mwedel at sonic.net Mon Jul 2 00:30:59 2007 From: mwedel at sonic.net (Mark Wedel) Date: Sun, 01 Jul 2007 22:30:59 -0700 Subject: [crossfire] Project: New Intro In-Reply-To: <46855F98.1090908@telus.net> References: <46855F98.1090908@telus.net> Message-ID: <46888D93.90105@sonic.net> Going back to original topic now Alex Schultz wrote: >I propose that we focus on what content the player sees first > in the game because after all, it not only is the first part to leave an > impression, but also how effective it is at teaching the player impacts > all of their other experiences while new to the game. I believe we > should redesign the intro of crossfire, and expand it beyond the newbie > house and such we have now, I believe into it's own island or walled > town. Scorn was in some ways intended to be a newbie town, but really > many areas of it require level 10 or higher to be effective and it has > become a transportation nexus. Scorn certainly needs reorganization, but > instead of turning it into a newbie town I believe it would be more > effective to make a brand new one of the first two or three levels in > which the player would be taught alot about how the world works and how > to play. First question on this: It has been suggested that the character creation get completely redone, with spiffy interface, etc, instead of the the current 'in game' method. Does this proposal address this at all, or is this more based on what the player does once the character is created, and leaves the creation aspect itself still on a TBD list? > > On the maps mailing list one new newbie house was created though didn't > really finish being polished: This could be used as part of it but much > more would certainly be needed. We should create a checklist of things > to do for this new introduction to CF and should have a clear listing of > who is working on what. Teamwork and organization would be key in > achieving this. I propose the following as a checklist to start with > though it would be expanded as things go along: > > -Decide on what newbies need to learn before getting into the game > -Decide how to sort this into the different maps, and add each of these > maps to the checklist > -Decide how to lay the maps out in a small isolated (island or walled) town > -Integrate with the CF world. That all looks good to me. A small town on an island works out really good. A few questions remain: Is this just an island for tutorial purposes (this is how you cast a spell, this is how you search for a trap, etc), or is this more designed as a low level area? In both cases, does one see a 'ship to mainland' type thing which is a one way ticket off the island to scorn (or perhaps other towns? Maybe replace the nexus with this town, and experienced players can hop right over to the ship to navar city if they really want to). From alex_sch at telus.net Sun Jul 1 23:57:56 2007 From: alex_sch at telus.net (Alex Schultz) Date: Sun, 01 Jul 2007 22:57:56 -0600 Subject: [crossfire] Organizing efforts, was Re: Project: New Intro In-Reply-To: <46888B93.2060705@sonic.net> References: <46855F98.1090908@telus.net> <4686FA14.8020105@sonic.net> <46888B93.2060705@sonic.net> Message-ID: <468885D4.8090305@telus.net> Mark Wedel wrote: > Having project leaders before the project is worked on/voted on makes sense. > And as I think about it more, it would generally be good to have the detailed > project plan before voting, so people actually know what they are voting on. > OTOH, writing up project plans for all the potential things to do is a daunting > task. The flip side is that if someone is willing to rite up the plan, there > is probably at least one person willing to work on the problem. > Well, I would say perhaps not the full detailed plan, but at least some sort of outline of what would need to be done. I wouldn't want this requirement to make the process too much effort really. > I'd expect in most cases the vote to be pretty clear cut. I think each vote > would have to be limited to the top 5 (or so) most important projects, which is > probably decided by the person running the vote (but once again, I think the > seasoned developers would have a pretty good idea). Certainly anything that has > a dependency on it should almost always be on that list. And certainly opinions > could be solicited for what should be on the voting list. > > As stated in my original message: The reason that only the developers vote on > the next project to work on is because it is the developers doing the work. The > testers are important, but for the most part, they are not going to help get the > project get done. Likewise for the players. A big concern I have is that if it > is opened up to non developers, we'll get a vote that basically none of the > developers (or too few to for meaningful team) agree with. So the players say > 'foo should be done first', and developers say 'I could care less about foo'. > End result, foo is never done, and this system fails completely - if the vote > has no meaning, why do a vote? > Well, so far as I can see, two valid concerns have come up on both sides of this: 1) Only developers vote and the interests of what makes the game fun and what players want is lost 2) Both developers and players vote and that tips the scale to a project that developers are highly disinterested in and thus little gets done about the 'chosen' project Because of these issues, I don't believe we can simply have just developers, or just developers and players as the voting pools. The way I believe this could be solved to satisfy both concerns would be by making this "Top 5" list to vote on, heavily influenced by polling players about what interests them of the larger list of projects. This way, what players are interested in will be remembered and will influence the process, but the selected project will not end up being one that will disenchant developers. > And last point: For quite some time, the mode of operation has been long and > varied discussion about all sorts of points, with developers going off working > on what they want to work on. The end result of that is very few of the > 'important' projects on the TODO list get done. so I would hardly say the > current method is working especially well. Agreed. :) Alex Schultz From nicolas.weeger at laposte.net Mon Jul 2 15:42:22 2007 From: nicolas.weeger at laposte.net (Nicolas Weeger) Date: Mon, 2 Jul 2007 22:42:22 +0200 Subject: [crossfire] Organizing efforts, was Re: Project: New Intro In-Reply-To: <20070701064346.GA869@cthulhu.desy.de> References: <20070701064346.GA869@cthulhu.desy.de> Message-ID: <200707022242.25614.nicolas.weeger@laposte.net> > Is there a list of deciders? Who needs to nod, before something could > be implemented? > > If there is no such list, create it. Or better extend the developer > list with the responsibilities. There is no formal decision process. The closest is this list, I guess. > Creating a detailed document and nobody likes the idea is a waste of > time. Indeed. But sometimes it's useful to sum up a long discussion :) > Instead of discuss it all over again, send the link to the archive. For that you need someone to find the link, or copy conversation to the wiki - and most of the time no one does that... Nicolas -- http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref de l'al?atoire !] -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://mailman.metalforge.org/pipermail/crossfire/attachments/20070702/5a0fd38b/attachment.pgp From nicolas.weeger at laposte.net Mon Jul 2 16:39:54 2007 From: nicolas.weeger at laposte.net (Nicolas Weeger) Date: Mon, 2 Jul 2007 23:39:54 +0200 Subject: [crossfire] Items blocking view In-Reply-To: <200706112334.49514.nicolas.weeger@laposte.net> References: <200706112334.49514.nicolas.weeger@laposte.net> Message-ID: <200707022339.54446.nicolas.weeger@laposte.net> Hello. > I'm wondering the reason of the blockview behaviour. Is there a compelling > reason for that? Since I had no reply, and considering map_layer makes stacking checks kind of obsolete, I removed the 'keep blocksview items on top' logic, thus fixing the bug :) Nicolas -- http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref de l'al?atoire !] From mwedel at sonic.net Mon Jul 2 17:02:47 2007 From: mwedel at sonic.net (Mark Wedel) Date: Mon, 02 Jul 2007 15:02:47 -0700 Subject: [crossfire] Organizing efforts, was Re: Project: New Intro In-Reply-To: <468885D4.8090305@telus.net> References: <46855F98.1090908@telus.net> <4686FA14.8020105@sonic.net> <46888B93.2060705@sonic.net> <468885D4.8090305@telus.net> Message-ID: <46897607.6020700@sonic.net> Alex Schultz wrote: > Mark Wedel wrote: >> Having project leaders before the project is worked on/voted on makes sense. >> And as I think about it more, it would generally be good to have the detailed >> project plan before voting, so people actually know what they are voting on. >> OTOH, writing up project plans for all the potential things to do is a daunting >> task. The flip side is that if someone is willing to rite up the plan, there >> is probably at least one person willing to work on the problem. >> > Well, I would say perhaps not the full detailed plan, but at least some > sort of outline of what would need to be done. I wouldn't want this > requirement to make the process too much effort really. Yeah, outline would be fine. Something more than 'spells should be rebalanced', but less than a final plan. As said, once the project is decided, there would be more discussions, so you probably don't want to spend a large amount of time on a detailed plan that may have lots of changes/additions. So I'd probably say two levels of plans: Brief overview - used in the voting stage, maybe about a paragraph long. Can be informal. Details plan: Used to divide up work - I'd note that this plan may be more functional (maps of this nature is needed), because that may be easier to divide work parts into, where as the overview may be a broader design goal. Note that I'd tend to expect that most discussions would be more in the nature of broader design guidelines, and the lead would then have to take those discussions and form it into the more functional plan of what changes are needed to get there. The reason I think this is the case that in order to really be able to have many people work on one project, they need to have somewhat detailed idea of what is expected/needed. To use the beginning map discussion as an example - right now, discussions are broadly based on type of maps and the like needed. But at some point, that needs to get transformed into a list of the maps needed with a brief description, so that I, or other people, could sign up to make some of those maps and know what is needed. > Well, so far as I can see, two valid concerns have come up on both sides > of this: > 1) Only developers vote and the interests of what makes the game fun and > what players want is lost > 2) Both developers and players vote and that tips the scale to a project > that developers are highly disinterested in and thus little gets done > about the 'chosen' project > > Because of these issues, I don't believe we can simply have just > developers, or just developers and players as the voting pools. The way > I believe this could be solved to satisfy both concerns would be by > making this "Top 5" list to vote on, heavily influenced by polling > players about what interests them of the larger list of projects. This > way, what players are interested in will be remembered and will > influence the process, but the selected project will not end up being > one that will disenchant developers. One thought here might be to do something similar to what was done with the voting for versioning control system. Use a form of selective voting, open it up to everyone, but categorize the different vote takers, eg, developers, testers, players. thus, if developers vote foo as #1, and bar as #4, and players vote bar as #4 but foo as #5, but both developers and players vote qubit as #2, then maybe qubit is done instead, as it has general support from both sides. I agree that we want the players involved. I just think that if the players drove the process, things may not work. I expect that there are a lot more players than developers, so their votes if taken individually could swamp the results (if only 25% of the players agreed on something, that could still be more votes than all the developers if they agreed on a single thing). So I'd probably say now that the vote should be open to everyone, but the person running the vote (most likely me) can weigh the input from different groups of people in different ways. Probably one list of preferences from developers, and another from non developers, and hope something on that list coincides. From nicolas.weeger at laposte.net Mon Jul 2 17:11:15 2007 From: nicolas.weeger at laposte.net (Nicolas Weeger) Date: Tue, 3 Jul 2007 00:11:15 +0200 Subject: [crossfire] Unused features Message-ID: <200707030011.18556.nicolas.weeger@laposte.net> Hello. I started a wiki page at http://wiki.metalforge.net/doku.php/dev_todo:functions_implemented_but_not_yet_used to list features that aren't used. Probably some are missing. Just so map makers, archetype makers, coders have some ideas or free time :) Nicolas -- http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref de l'al?atoire !] -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://mailman.metalforge.org/pipermail/crossfire/attachments/20070703/d076dbc9/attachment.pgp From alex_sch at telus.net Mon Jul 2 19:09:03 2007 From: alex_sch at telus.net (Alex Schultz) Date: Mon, 02 Jul 2007 18:09:03 -0600 Subject: [crossfire] Organizing efforts, was Re: Project: New Intro In-Reply-To: <46897607.6020700@sonic.net> References: <46855F98.1090908@telus.net> <4686FA14.8020105@sonic.net> <46888B93.2060705@sonic.net> <468885D4.8090305@telus.net> <46897607.6020700@sonic.net> Message-ID: <4689939F.7080403@telus.net> Mark Wedel wrote: > One thought here might be to do something similar to what was done with the > voting for versioning control system. Use a form of selective voting, open it > up to everyone, but categorize the different vote takers, eg, developers, > testers, players. > > thus, if developers vote foo as #1, and bar as #4, and players vote bar as #4 > but foo as #5, but both developers and players vote qubit as #2, then maybe > qubit is done instead, as it has general support from both sides. > > I agree that we want the players involved. I just think that if the players > drove the process, things may not work. I expect that there are a lot more > players than developers, so their votes if taken individually could swamp the > results (if only 25% of the players agreed on something, that could still be > more votes than all the developers if they agreed on a single thing). > > So I'd probably say now that the vote should be open to everyone, but the > person running the vote (most likely me) can weigh the input from different > groups of people in different ways. Probably one list of preferences from > developers, and another from non developers, and hope something on that list > coincides. One thought about this, if we want a decent amount of player involvement, there should probably be a web-based system (integrated with forum logins or wiki logins?), or in-game system, to collect votes. If this is agreed on I could see if I could quickly get something together as it should be very trivial to code something simple for this task. Alex Schultz From lalo.martins at gmail.com Tue Jul 3 11:08:15 2007 From: lalo.martins at gmail.com (Lalo Martins) Date: Tue, 3 Jul 2007 16:08:15 +0000 (UTC) Subject: [crossfire] On the software side of "reorganizing the world" Message-ID: I've been busy, so I have mostly lurked through this discussion, although it's very interesting to me. This week I have some time, so I'm writing a detailed braindump that I should post later. Meanwhile, here's an idea I had when working on Pupland; I didn't pursue it, but it could be very useful if this proposal really goes forward. What I think we need is a "world editor". Editing the world right now is very messy and hard (which is why nobody merged Pupland yet, after what, getting close to 10 years of Bigworld). It's difficult to do, the tools are sub-optimal, and the most obvious ways mess up elevation. (The discussion of whether the current elevation values are even useful belongs elsewhere, in the discussion about weather). Ideally, I'd like an UI on at least the magicmap scale, maybe farther, where I can lay mountains, rivers, forests, marshes, sea/land, and preferably copy large chunks right out of an older map (say, Lone Town) and paste into the world. Also control elevation by hand, using an interface similar to map editors in god games (eg, Sim City). And define things like regions right there, too. If someone wants to pursue that, either as a separate tool or a mode for the new editor, I'd be happy to contribute, although I don't know where to start if I were to write it myself. best, Lalo Martins -- So many of our dreams at first seem impossible, then they seem improbable, and then, when we summon the will, they soon become inevitable. ----- personal: http://lalo.hystericalraisins.net/ technical: http://www.hystericalraisins.net/ GNU: never give up freedom http://www.gnu.org/ From lalo.martins at gmail.com Tue Jul 3 21:42:05 2007 From: lalo.martins at gmail.com (Lalo Martins) Date: Wed, 4 Jul 2007 02:42:05 +0000 (UTC) Subject: [crossfire] classes & guilds References: <4686EDDC.9060203@sonic.net> <20070701122736.GB869@cthulhu.desy.de> Message-ID: Ok, here's my take on the whole thing; this is a description of a scenario that would attract me as a player and a contributor, and by no way the Only Single Truth. I should also say I'm an RPG (pen-and-paper) player and author, and this certainly puts some bias into my point of view (for the better, I hope). Skill proficiency ================= I'm really happy about this idea. May I suggest these names: - Dabbler, amateur, or untrained - Professional, advanced, or trained - Master I could even like it if examining a player reveals her "master" skills -- which usually won't be more than a few anyway. In defense of Mark's view of how it works (levels are effective the same way, but need more exp), I'd like to say: Crossfire levels are not a function of experience. They are just that: a measure of how effective a skill is due to experience. So pitching a self-taught amateur that took years to get to level 20 against a professional who got to this level before "graduating", should get an approximately even match. The comparison with an untalented black-belt vs. a talented one is IMO not fair. A better way to think about it is comparing two fighters who were given black belts by the same, rigorous master, in which case they should have more or less the same skill. Then again, maybe by "talented" you actually mean (in game terms) that one has better Dexterity or Strength; this would obviously make a difference and is unrelated to level. That said, I'd put a cap on levels. If we retain the current level system (110/115), I'd cap amateurs at 40 and professionals at 90. (Master is of course uncapped, or capped by the system's own limits, currently 110). It would also be interesting to introduce "difficult" items; for example, weapons that require pro level in their skills. Despite appearances, it's just not possible to fight with a longsword or a battle axe if you've never been trained on it. (You can self-train, but you'll probably hurt yourself a lot in the process, and it would take ages.) Training to increase proficiency should take time. A way to represent that could be: - The system only considers the proficiency for the "instance" of the skill with highest level; so if you're amateur archer 20 and pro archer 18, you're still amateur. - But new experience goes entirely to the higher proficiency. - Upon acquiring a new version of the skill, it's initialized to the exp corresponding to N levels below the current version, where N might be hardcoded, or might be defined by the object that gave you the skill (the mentor). For fighting skills I'd say 2 to 5, for magic possibly more. So the time required to train yourself into a pro is represented by the experience required to "catch up" to you previous level. Character creation ================== Get rid of classes entirely, moving that stage to in-game. During creation, you choose species and, let's say, nationality. The combination of those defines your starting town and initial skills. As far as weapons go, for example, I'd give amateur two-handed weapons to all humanoids (everyone can wield a club or chair), amateur clawing to whoever has claws. Then you can optionally pass through a tutorial area in your home town (probably impossible to enter again after you leave). I'm uncertain whether this area should give any exp at all. Then you are free to roam your chosen home town, get the lay of the land, buy booze, talk on the tavern, whatever. Or even go adventuring if you're crazy enough. (There should be some kind of benefit for these characters -- maybe societies charge membership fees?) To do this well, we should add a few more towns. It has been exhaustively discussed to add an underground city for dragons somewhere (near the Hatchery would be appropriate), and maybe one for dwarves. There's at least one elven village that could be expanded for that purpose. One thing I'd like to see is a "wild" village somewhere, where we could put the current northman, barbarian and swashbuckler concepts. Acquiring a profession ====================== On each starting town there would be a number of buildings where you'd find professional guilds. This is maybe overloading the meaning of guilds we already have in the game, but it's closer to the traditional meaning. An alternative is not to call them guilds -- call them societies, or better, something more class-relevant, like "academies" for magic and "monasteries" for priests and paladins. (Even then, the thieves society is probably still "The Thieves Guild" in at least one town :-P) Here we can add some flavor. Some of those would admit only some species, some only natives. And they could/should be all different. For example, to become a "fighter" equivalent in Scorn, you join the Royal Order of Chivalry, where you get professional one-handed and two-handed weapons but no archery; in Navar, you'd instead join the Citizens Guard Corps, getting one-handed and archery. More obviously, each magical academy would only offer two skills, which if I remember my maths correctly, gives us 6 possibilities currently, up to 10 if we implement necromancy as suggested. Joining a society should have a cost, probably in money, although that would be a problem if it's the first thing you do in the game. How hard would it be to implement debt? It should also have some ongoing cost. One idea I like is: to actually enter the premises, you need to pay your fee, which then lets you in and out for some time (a week?) before you have to pay again. This value could be tied to level (overall level? Sum of relevant skills? Highest relevant skill?). I'd also like to make them more or less social, so it would be reasonable to have savebeds in them, and "lounge areas" like the Scorn dragon guild does. It would be interesting to add bulletin boards to them; even better, one inside (for members) and one outside. More importantly, your application to join should be rejected if you have "conflicting" skills. On the starting societies, these would be any skills at pro level at all. Oh, only tangentially related: I'd take that opportunity to "regionalize" the choices of gods. One possibility is that praying at an altar doesn't "convert" you, you need be "converted" on that god's society (although it shouldn't be required to be a member; probably a chapel on a separate entrance). So even though you could still have small "representative" temples of all gods in the major cities, you can't become a follower there. Learning new skills =================== New skills, at amateur level, should be IMO taught at a relevant society. The Royal Order of Chivalry can teach you amateur archery and smithery, and the Arcane Academy of Scorn has alchemy and one spell type it doesn't teach at pro. For a price, of course; probably very high. Advancing ========= Then at other places in the world, preferably far from the starting towns, you get other societies that teach you more. I'd even be happy to partially reuse existing maps. To get pro alchemy, you go to the Nurnberg Alchemy Society (existing map, but unfinished); to join, you're required to have amateur level alchemy, which is only learnable in magic academies, so fighters are barred. The Tower of Demonology could reasonably have a new section added, where someone who has amateur summoning can learn it up to pro. These further societies are still societies in all senses, including recurring costs if you want to go back there (and we should think up some perks to encourage that). In terms of RPG, they are similar to "prestige classes". Some current classes could be available only this way. The "warlock" could be replaced by one academy somewhere that teaches fighters to do amateur magic, and another elsewhere (Lake Country comes to mind) that teaches mages to fight. A similar logic goes for the "devotee". Ninjas could be an "improvement" over thieves. Maybe even paladins... Rationales and arguments ======================== This gives characters more "involvement" with their, er, "classes". It also, on a crowded server (which we hope to get if we make CF2 cool enough), facilitates characters meeting others of the same society and forming parties. Conversely, if you need one mage for you party of fighters, you know where to go; just stand in front of the Academy for a while. Or if you want to "hire" one, post on the Academy's bulletin board. It also opens the field to even zanier ideas and gaming styles. Merchants Guild anyone? best, Lalo Martins -- So many of our dreams at first seem impossible, then they seem improbable, and then, when we summon the will, they soon become inevitable. ----- personal: http://lalo.hystericalraisins.net/ technical: http://www.hystericalraisins.net/ GNU: never give up freedom http://www.gnu.org/ From crossfire at kahnert.de Wed Jul 4 03:25:11 2007 From: crossfire at kahnert.de (Juergen Kahnert) Date: Wed, 4 Jul 2007 10:25:11 +0200 Subject: [crossfire] classes & guilds In-Reply-To: <468884B9.4000105@sonic.net> Message-ID: <20070704082511.GA18372@cthulhu.desy.de> On Sun, Jul 01, 2007 at 09:53:13PM -0700, Mark Wedel wrote: > I am not adverse to all races/classes starting with all skills (save > those intrinsic ones like Nicolas mentions), but with a fair number > being really poor versions. Sure, I don't want to see flying dwarfs doing flame touchs, either. ;-) > 1) skills operate the same, just harder to get levels in ones you are > not good at. This will end up with all characters having the same skill level, just takes longer to get some of them. > 2) Skills operate different. A person with the good version of > evocation at level 10 casts spells much more effectively than a person > with crappy evocation at level 10. I'd think that in this model, the > exp gain should be the same - that is to say that the crappy version > needs the same exp total as the good version to get to level 10. Could be made, it's a bit easier to implement. > The difference here is that it becomes harder with the bad version, > because the spells don't do as much damage, so you need more of them, > etc. I say that level gain should be the same, or close, as otherwise > you are really punishing those with poor versions of the skills Sure, it's intended to be a punishment. Stay with your class if you like the easy way. ;) > - not only is the skill not as effective, but you need more exp. You > can of course do that, but then at some point, it is almost what is > the point of offering such skills in the first place. Having the skill from the very first beginning just means, that they're able to gain xp in them. This offers the possibilty to eventually master them - after long and hard working on them. This doesn't mean that you have to train them, it's just the natural ability of an intelligent being to learn something new. ;) > Note also that in many cases, point #2 really looks like point #1. I don't think so. > so effectively this just means that the bad version of level 10 is the > same as the good version at level 3. So you don't really gain much in > this case, except for guilds that look at minimum level (but then the > question comes up, should they also take the version of the skill into > account? No, definitely just the level, because the "affinity value" of the level will become better through the guidance of the guild masters. The level is only checked to proof that you life the guild rules. > At some level, it almost seems that a bunch of complexity is being > added, and internal at some level, everything is getting adjusted > skill level, and using method #1 in that case is a lot easier. Method #1 won't give you the chance of fine tuning the classes. They will become the same sooner or later, but not with method #2. > The original point of redoing skills/classes was the general complaint > that at higher levels, all classes look alike, Not only higher levels. This equality is reached pretty fast. > becuase all classes/races have the same skills at high levels. From > some of the discussions here, I'm not sure if everyone actually thinks > that is an issue, It is an issue for sure. If the high level human warrior decides to learn magic and will even outclass the fireborn sorcerer, because the human warrior is also able to wear rings and amulets AND magical armour to become a much more powerfull mage then the fireborn, than the system is extremely unbalanced. What's the point of playing a magical creature like fireborn, if every barbarian is able to get the power up with items to the same value (30) of a fireborn? Out of the fireborn description: Their insubstantial nature makes them both very weak and very quick. Their minds are agile, and they are able to commune well with the gods. However, their area of excellence is magic. They spellcast more powerfully than any other race, and mana flows into them readily. They can even cast cold spells with devastating effectiveness. They all know a basic fire spell. I can't confirm that. Fireborns are probably the weakest mages of all. > and instead of fixing the classes/skills, the idea is to enforce/add > differentation by guilds and special perks. Both will do the job. > In that case, this could be the easiest: > > 3) There is no classes - every starts with same version of all the > skills, and what they become is based on what skills they use. A > person using magic would be in the mages guild, a person using melee > skills in the fighter, etc. So far it's fine. > This becomes a pure case of you are what you practice. Characters may > look the same at higher level, OTOH, if the guilds do offer special > benefits, maybe not. The guilds have to play a central role of the concept, or it ends up the same. > This doesn't require any code changes - the real change that would be > needed is some new way for characters to get starting equipment (as > that is one of the big differences between classes right now - mages > start with spellbooks, fighters with arms and armor). I don't think that this will change anything. I'll explain my idea (with the modifications out of the discussion) in detail in an extra mail. Hopyfully this will give the big picture. J?rgen From crossfire at kahnert.de Wed Jul 4 03:25:59 2007 From: crossfire at kahnert.de (Juergen Kahnert) Date: Wed, 4 Jul 2007 10:25:59 +0200 Subject: [crossfire] classes & guilds In-Reply-To: <468884B9.4000105@sonic.net> Message-ID: <20070704082559.GB18372@cthulhu.desy.de> Race / Class / Skill / Guild 1) Races primary set the max stat value and adds some intrinsic skills like levitation, clawing, flame touch, ... Problem here is the maximum (magic improved) hard limit of stats to 30. Why should an elf or gnome be able to get the same con value as a dragon? Just remove this hard limit. The limit will be reached with body slots and item power. For example, the maximum natural con value for an elf would still be 18 and for a dragon 26. But with weared items giving a sum of +12 con the elf would reach 30 but the dragon a con value of 38. About the stat potion issue. It's easy to give a character with xp 0 a perfect body by drinking a lot of stat potions. This could be changed, if only one stat increases by reaching a new level. Which stat will be random as long as you didn't used a stat potion. If you've drunk a stat potion, the last quaffed stat potion will overwrite the random selection. An additional effect of the stat potion will be, that this stat will increase by 1 as long as you don't drink another one. Than the old effect vanishes and the new one will take effect. For example. str 16, con 15, now you drink a strength stat potion, you will get str 17. After that, you drink a constitution stat potion, your str will drop back to 16 and your con rises to 16. Another con stat potion will have no effect, your con stays at 16. Now you reach a new overall level and your con will be permanent set to 16. And the races needs more balance of the advantages / disadvantages. For example the fireborns are far to weak. Levitation isn't that useful and nothing special - everybody is able to levitate by spell or items if not already an intrinsic leviation is available. Flame touch does only fire damage, so no chance to break doors or walls or usable against fire immune creatures. The dragon clawing also do physical damage, too. That's much better. And besides that, everybody is able to use weapons doing fire damage and much more. Every body slot missing needs some real compensation. Being unable to use weapons is a real disadvantage, because all those weapon improvement - either selfmade, god given or just by the weapon - aren't available. What's the bonus for that for a fireborn? Other races may need some tuning, too. Removing 2 con and giving 2 cha isn't the same, so the "netto skill change" of 0 is somewhat misleading. Balancing the race attributes needs more discussion. 2) Classes don't have any distinctions at the moment. Just remove them as an attribute of the character and replace it by something like a title. "You are what you do" will be the new motto. Classes as a concept will still exists, but won't be a fixed attribute of the character - see guilds. 3) Skills needs bigger changes to work well with the "classes via guilds" system. The goal is to have real distinctions between high level character; not those uniform ones we have right now (everybody can do everything on the same level). For that we introduce different versions of skills (up to master degree). The pitfall is to create complexity without effect. If a master skill of level 10 is the same as novice on the same level, you end up again with everyone having everything on the same level. Or you deny classes to learn some skills which are not likely for the class. This will work good in party oriented game engines, but not so well with CF. That's why I prefer a more sophisticated skill system. This is based on the gained experience (xp) which defines the level of a skill; nothing new so far. And another skill "capability value" (I formerly called it "affinity value"). The capability value will be a range between 5 and 0.2 and is used as an divisor for the xp gain and also for the effect of the skill. Having a capability value below 1 means, you gain faster xp and makes more impact. The level of the skill is used for guild rule checking and still for all the other checks e.g. ability to learn a new spell. But I also think it would be a good idea to use it for item usage (weapons, rods, ...) instead of item power or in combination with it. This is a different topic, so I won't extend it here. The capability value can be improved after reaching a new overall level. The capability value of the five skills where the character gains most xp between two levels will become reduced by the following formula: Cn - new capability value Co - old capability value Cn = Co - Co * 0.04 Starting with the capability value of 5 you'll get this grades after x advances: capability grade advances ----------------------------------- 5.0 - 3.4 Unskilled 1 - 10 3.4 - 2.3 Novice 11 - 20 2.3 - 1.5 Apprentice 21 - 30 1.5 - 1.0 Amateur 31 - 40 1.0 - 0.65 Adept 41 - 50 0.65 - 0.44 Expert 51 - 60 0.44 - 0.29 Master 61 - 70 0.29 - 0.20 Grand Master 71 - 80 After 80 advances you reached the lowest possible value of 0.2. That's not the same with level 80 of that skill! For example, between level 4 and 5 (8000 xp needed) a player used skill A to get 500 xp of those 8000, skill B 1500, skill C 750, skill D 2000, skill E 250, skill F 1000 and skill G 2000. The five best skills (D, G, B, F and C) will be reduced by the formula above. The other two skills won't - not enough training to become better there (see guilds for exceptions). If the character just used a single skill to get those 8000 xp for the new level, only this skill will get one advance. The other four advances are lost. This system can be tuned by having more or less skills which will become better after level gain. Or by using percentages, like all skills above 5% of the xp gain for the new level will be improved. We also need to change the xp table because it's now much harder to gain levels than before (for low level characters). In combination with the guilds this will result into a clear distinction between members of different class guilds. 4) Guilds play a central role in this concept. After character generation, in the HallOfSelection, the player won't choose the class for the character, but the class guild to join. The difference is, you're able to leave a guild to join another one, to learn a new profession. Changing the guild is not as easy as it sounds. The character has to fulfill the guild rules. For example members of the warrior guild have to make sure that the fighting skills are much higher than all others. A warrior having a higher skill in magic than fighting won't be accepted or even become ostracized. Guilds will have a bunch of skills they teach. Without a teacher you never ever get a chance to advance over amateur grade of the skill (lowest capability value of 1.0). So you have to be member of the guild to reach the "adept" up to "grand master" grade. The choice of the profession will limit the capability but not the skill level. Think about the skill level as a measurment of how much time you spent for the skill. And the capability is how good you master it. The "guild skills" will advance every [overall] level as long as you got a few xp in them. If the top 5 skills (where the character got most xp between two levels) aren't guild skills, but there are also xp gains in guild skills, more than 5 skills will be advanced. That's because the guild masters are able to teach the skills and offers deeper knowlegde. If the character just uses one "guild skill", only this one skill will advance. Without using a skill / training no learn effect at all. This can't be abused, because if a fighter kills just one monster each with one handed weapons, two handed weapons, missile weapons and karate and gaining most xp with magic, than the fighter will become ostracized of the guild after a few levels, because the fighter no longer follows the guild rules. The guild rules for the warrior guild could look like this. The skills missile weapons, one handed weapons and two handed weapons has to be at least twice as high as magic skills. Also at least one of clawing, flame touch and / or karate (depending on the race) has to be twice as high as the magic skills. For example a warrior with karate 9 one handed weapons 12 two handed weapons 11 missile weapons 7 will be rejected to enter the guild and getting advantages over the guild if at least one of the magic skills evocation, praying, pyromancy, sorcery, summoning or use magic item is 4 or higher. Maybe we also add alchemy, inscription, literacy, sense curse, sense magic and probalby more or all other skills, to make a more clear distinction between the guilds. Needs to be balanced between all the possible class guilds. The guild will offer an "apartment" for the player. A uniq room for the character to place stuff. This room will also be extentable after solving some quests for the guild. For example teleporters to other regions, a magic box like in the extended scorn apartment, ... This extensions of the "apartment" (should be called a room if it's part the guild) are fixed to the guild the character solved the quests for. Don't make the rewards like teleporters moveable it the character changes the guild. Betraying the way of living of the guild should be a punishment. Enforce more role play gaming. Also good class items are also available through the guild. For example the pyromancer will be able to get meteor swarm once the level is high enough and the quest is solved for it. No other than the pyromancer as a member of the pyromancer guild will get access to this powerful spell. From crossfire at kahnert.de Wed Jul 4 08:16:11 2007 From: crossfire at kahnert.de (Juergen Kahnert) Date: Wed, 4 Jul 2007 15:16:11 +0200 Subject: [crossfire] classes & guilds In-Reply-To: Message-ID: <20070704131611.GA19250@cthulhu.desy.de> On Wed, Jul 04, 2007 at 02:42:05AM +0000, Lalo Martins wrote: > I could even like it if examining a player reveals her "master" > skills -- which usually won't be more than a few anyway. Do you have an idea how it could looks like? Maybe by clicking on the character, extending the equipment list. > So pitching a self-taught amateur that took years to get to level 20 > against a professional who got to this level before "graduating", > should get an approximately even match. I don't think so. Having a master able to teach you the deepest knowledge (which was gained over generations) is something else than practicing by your own for years. > The comparison with an untalented black-belt vs. a talented one is IMO > not fair. A better way to think about it is comparing two fighters > who were given black belts by the same, rigorous master, in which case > they should have more or less the same skill. I can't confirm that. They won't have the same skill. In fact there can be huge differences between them, even with the same master teaching them at (and over) the same time. It's a matter of fact that there are different natural talents for skills. > Then again, maybe by "talented" you actually mean (in game terms) that > one has better Dexterity or Strength; this would obviously make a > difference and is unrelated to level. Nope, even with nearly same physical appearance, they will differ. > That said, I'd put a cap on levels. If we retain the current level > system (110/115), I'd cap amateurs at 40 and professionals at 90. > (Master is of course uncapped, or capped by the system's own limits, > currently 110). I don't think that this will change much. Check out the characters running around. Do you think they have much skills over 40? Fighters tend to stop training sorcery after reaching town portal. A level cap of 40 won't change that... > It would also be interesting to introduce "difficult" items; for > example, weapons that require pro level in their skills. I like that idea. But didn't you said level 20 should be level 20 no matter of the version of the skill? ;) I would simply check the level, not the grade of the skill. > Despite appearances, it's just not possible to fight with a longsword > or a battle axe if you've never been trained on it. That would mean you need a lot of skills. For every weapon type a new skill. And to stay fair, each spell needs to get an own skill level, too. I consider that as an overkill. Just check the level of e.g. one handed weapons and assume that they owner trained other weapons as well. > (You can self-train, but you'll probably hurt yourself a lot in > the process, and it would take ages.) That's what I try to introduce with capability values of the skills. It should take long and the best grade should be amateur. > Training to increase proficiency should take time. A way to > represent that could be: > > - The system only considers the proficiency for the "instance" > of the skill with highest level; so if you're amateur archer > 20 and pro archer 18, you're still amateur. I don't get that. How could you be level 20 and simultaneous level 18 of the same skill? > - But new experience goes entirely to the higher proficiency. > > - Upon acquiring a new version of the skill, it's initialized to > the exp corresponding to N levels below the current version, > where N might be hardcoded, or might be defined by the object > that gave you the skill (the mentor). For fighting skills I'd > say 2 to 5, for magic possibly more. You lost me on the first point. I can't follow your train of thoughts. > Character creation > ================== > > Get rid of classes entirely, moving that stage to in-game. Agreed. > During creation, you choose species and, let's say, nationality. The nationality aspect is nice. Maybe hard to combine with the idea of having regions of the same level niveau. > The combination of those defines your starting town and initial > skills. I would like to see regions for players of the same level. You either need much more of those regions (for every nationalty an own beginning region) or stay with mixed maps. But mixed maps lead newbies into death. Having a cave of goblins next to one with dragons won't urge newbies recommending this game to others... > I'd take that opportunity to "regionalize" the choices of gods. One > possibility is that praying at an altar doesn't "convert" you, you > need be "converted" on that god's society On the one hand you're saying, that you should be able to master every skill by your own to the same level as others with a teacher. On the other hand you deny that for the praying skill. I think that's inconsistent. > New skills, at amateur level, should be IMO taught at a relevant > society. How do you learn magic skills if you're a warrior? Or are you allowed to enter all societies? Or won't you ever get a chance to learn magic skills as a warrior? > It also, on a crowded server (which we hope to get if we make CF2 cool > enough), facilitates characters meeting others of the same society and > forming parties. Conversely, if you need one mage for you party of > fighters, you know where to go; just stand in front of the Academy for > a while. Wouldn't it be much easier to use "chat" instead of camping in front of a guild? ;) Besides that, I think CF needs much more party support to make this work well - if ever on a tiled 2D map. I don't see much parties going deeper at raffle2 after the trolls are dead. A CF party is just used to level up a character fast, nothing more. J?rgen From alex_sch at telus.net Wed Jul 4 09:01:12 2007 From: alex_sch at telus.net (Alex Schultz) Date: Wed, 04 Jul 2007 08:01:12 -0600 Subject: [crossfire] Max State Cap (was: Re: classes & guilds) In-Reply-To: <20070704082559.GB18372@cthulhu.desy.de> References: <20070704082559.GB18372@cthulhu.desy.de> Message-ID: <468BA828.9070808@telus.net> Juergen Kahnert wrote: > Problem here is the maximum (magic improved) hard limit of stats to 30. > Why should an elf or gnome be able to get the same con value as a dragon? > Just remove this hard limit. The limit will be reached with body slots > and item power. > > For example, the maximum natural con value for an elf would still be 18 > and for a dragon 26. But with weared items giving a sum of +12 con the > elf would reach 30 but the dragon a con value of 38. One quick note about this, is that removing that hard limit isn't so simple as "just" removing it. There is an issue that a notable number of areas in the code do assume a max of 30 or give unreasonable bonuses if stats are over 30. I would agree the stat cap of 30 should be removed, but just noting, it would also require reworking most of the formulas that give bonuses based on stats. Alex Schultz From crossfire at kahnert.de Wed Jul 4 10:15:09 2007 From: crossfire at kahnert.de (Juergen Kahnert) Date: Wed, 4 Jul 2007 17:15:09 +0200 Subject: [crossfire] Max State Cap (was: Re: classes & guilds) In-Reply-To: <468BA828.9070808@telus.net> Message-ID: <20070704151509.GB19250@cthulhu.desy.de> On Wed, Jul 04, 2007 at 08:01:12AM -0600, Alex Schultz wrote: > One quick note about this, is that removing that hard limit isn't so > simple as "just" removing it. I didn't looked into the code. I just wrote down what I think will improve gameplay. I wouldn't consider this hard limit as critical which needs to be fixed asap. Anyway, it can't be wrong to put some more priorities on gameplay instead of "what's easy to code". ;) J?rgen From alex_sch at telus.net Wed Jul 4 09:21:54 2007 From: alex_sch at telus.net (Alex Schultz) Date: Wed, 04 Jul 2007 08:21:54 -0600 Subject: [crossfire] classes & guilds In-Reply-To: <20070704082511.GA18372@cthulhu.desy.de> References: <20070704082511.GA18372@cthulhu.desy.de> Message-ID: <468BAD02.6060409@telus.net> Juergen Kahnert wrote: >> 1) skills operate the same, just harder to get levels in ones you are >> not good at. >> > > This will end up with all characters having the same skill level, just > takes longer to get some of them. > >> 2) Skills operate different. A person with the good version of >> evocation at level 10 casts spells much more effectively than a person >> with crappy evocation at level 10. I'd think that in this model, the >> exp gain should be the same - that is to say that the crappy version >> needs the same exp total as the good version to get to level 10. >> > > Could be made, it's a bit easier to implement. Both of the above two points would work well in conjunction IMHO. >> The original point of redoing skills/classes was the general complaint >> that at higher levels, all classes look alike, >> > > Not only higher levels. This equality is reached pretty fast. > In my experience, this tends to occur between levels 30 to 50 normally, but sometimes a little earlier and sometimes a little later depending on the player's style and how those levels are gained. >> becuase all classes/races have the same skills at high levels. From >> some of the discussions here, I'm not sure if everyone actually thinks >> that is an issue, >> > > It is an issue for sure. If the high level human warrior decides to > learn magic and will even outclass the fireborn sorcerer, because the > human warrior is also able to wear rings and amulets AND magical armour > to become a much more powerfull mage then the fireborn, than the system > is extremely unbalanced. > Actually, it is an issue for sure, as at high levels indeed races and classes get good at things with too similar difficulty, however your example of this is quite flawed: Rings and amulets are often much more powerful for spellcasting than armour or swords. Thus the fact that fireborn can wear up to 4 rings and 2 amulets at a time far outweighs their lack of armour and swords so far as spellcasting is concerned. Of course, this advantage of Fireborns becomes smaller after hitting stat caps (30) because then the additional rings/amulets can only help by attunement or mana regeneration bonuses. > What's the point of playing a magical creature like fireborn, if every > barbarian is able to get the power up with items to the same value (30) > of a fireborn? Out of the fireborn description: > > Their insubstantial nature makes them both > very weak and very quick. Their minds are > agile, and they are able to commune well with > the gods. However, their area of excellence > is magic. They spellcast more powerfully than > any other race, and mana flows into them > readily. They can even cast cold spells with > devastating effectiveness. They all know a > basic fire spell. > > I can't confirm that. Fireborns are probably the weakest mages of all. > Well actually, though classes are indistinct often, Fireborn are not at all. Yes every barbarian could get 30 power as well, but in this particular case: the amount of items it would take to achieve that would be rather high. Also, Fireborn DO have a unique bonus besides stats: they do have an intrinsic mana regeneration bonus that is independent of stats, and while it well known it does help Fireborn notably. >> and instead of fixing the classes/skills, the idea is to enforce/add >> differentation by guilds and special perks. >> > > Both will do the job. > Agreed Alex Schultz From alex_sch at telus.net Wed Jul 4 09:48:43 2007 From: alex_sch at telus.net (Alex Schultz) Date: Wed, 04 Jul 2007 08:48:43 -0600 Subject: [crossfire] Max State Cap (was: Re: classes & guilds) In-Reply-To: <20070704151509.GB19250@cthulhu.desy.de> References: <20070704151509.GB19250@cthulhu.desy.de> Message-ID: <468BB34B.4090404@telus.net> Juergen Kahnert wrote: > On Wed, Jul 04, 2007 at 08:01:12AM -0600, Alex Schultz wrote: > >> One quick note about this, is that removing that hard limit isn't so >> simple as "just" removing it. >> > > I didn't looked into the code. I just wrote down what I think will > improve gameplay. > > I wouldn't consider this hard limit as critical which needs to be fixed > asap. Anyway, it can't be wrong to put some more priorities on gameplay > instead of "what's easy to code". ;) Yep, just thought I'd make note of what else would be affected by it and would need tweaking as to make sure that won't be forgotten. I agree it would help gameplay, though not something with asap priority indeed :) Alex Schultz From lalo.martins at gmail.com Wed Jul 4 13:11:38 2007 From: lalo.martins at gmail.com (Lalo Martins) Date: Wed, 4 Jul 2007 18:11:38 +0000 (UTC) Subject: [crossfire] classes & guilds References: <20070704131611.GA19250@cthulhu.desy.de> Message-ID: Also spracht Juergen Kahnert (Wed, 04 Jul 2007 15:16:11 +0200): > On Wed, Jul 04, 2007 at 02:42:05AM +0000, Lalo Martins wrote: >> I could even like it if examining a player reveals her "master" skills >> -- which usually won't be more than a few anyway. > > Do you have an idea how it could looks like? Maybe by clicking on the > character, extending the equipment list. Yes, that's what I thought. >> So pitching a self-taught amateur that took years to get to level 20 >> against a professional who got to this level before "graduating", >> should get an approximately even match. > > I don't think so. Having a master able to teach you the deepest > knowledge (which was gained over generations) is something else than > practicing by your own for years. This is represented by the caps. "The deepest knowledge" is the highest levels. Also, you're missing a point. Read the preceding part again. "Crossfire levels are not a function of experience. They are just that: a measure of how effective a skill is due to experience." Levels are a measure of effectiveness; that's what they mean, at least in this game. So two people of level 20 have the same ability, because that's what level 20 means; if one of them had less, then he wouldn't have level 20. >> The comparison with an untalented black-belt vs. a talented one is IMO >> not fair. A better way to think about it is comparing two fighters who >> were given black belts by the same, rigorous master, in which case they >> should have more or less the same skill. > > I can't confirm that. They won't have the same skill. In fact there > can be huge differences between them, even with the same master teaching > them at (and over) the same time. Then I'm sorry, we seem to have a fundamental difference of philosophy wrt. the real life. I don't believe in that. Bear in mind, I'm not talking about two people training for the same time. I'm talking about two people being awarded the same degree by the same (rigorous) master. The person who's talented will get there faster. The not-very-talented will take a long time. The untalented will never get there. I've seen it happen myself many times on martial arts schools. >> That said, I'd put a cap on levels. If we retain the current level >> system (110/115), I'd cap amateurs at 40 and professionals at 90. >> (Master is of course uncapped, or capped by the system's own limits, >> currently 110). > > I don't think that this will change much. Check out the characters > running around. Do you think they have much skills over 40? Fighters > tend to stop training sorcery after reaching town portal. A level cap > of 40 won't change that... Er, do you really play on the servers? I routinely see people with skills of levels above 100, because that's the only way you can level up at that point. Besides, it still does make a huge difference for things like weapon skills. Finally, there has been talk of redistributing spell levels, and I'm taking for granted that this *will* be done for 2.0. The current spell levels are artifacts from when the highest level was, I don't remember exactly, 40 or 50. >> It would also be interesting to introduce "difficult" items; for >> example, weapons that require pro level in their skills. > > I like that idea. But didn't you said level 20 should be level 20 no > matter of the version of the skill? ;) > > I would simply check the level, not the grade of the skill. You got me there :-) But what I meant to represent here is that someone who had formal training is likely to have more breadth than the self- taught. The examples I use below -- longsword and battle axe -- are really though, and it's unlikely someone will ever bother to spend the time to learn them, if they have to actually live their lives as an active adventurer. Other weapons go beyond that into the barroque: I think someone would have to be really incredibly skilled already before they could self-teach a kusari, for example, without dying in the process. >> Despite appearances, it's just not possible to fight with a longsword >> or a battle axe if you've never been trained on it. > > That would mean you need a lot of skills. For every weapon type a new > skill. And to stay fair, each spell needs to get an own skill level, > too. > > I consider that as an overkill. Oh no, sorry, I'm not proposing different skills. I'm just saying, an untrained person will use the tools (weapons in this case) that are easier to grasp, while someone with formal training will have more breadth. >> Training to increase proficiency should take time. A way to represent >> that could be: >> >> - The system only considers the proficiency for the "instance" >> of the skill with highest level; so if you're amateur archer 20 and >> pro archer 18, you're still amateur. > > I don't get that. How could you be level 20 and simultaneous level 18 > of the same skill? From nicolas.weeger at laposte.net Wed Jul 4 17:26:59 2007 From: nicolas.weeger at laposte.net (Nicolas Weeger) Date: Thu, 5 Jul 2007 00:26:59 +0200 Subject: [crossfire] Players in transports Message-ID: <200707050027.02699.nicolas.weeger@laposte.net> Hello. Should the players in a transport appear in the 'maps' output? Should they count as players in the map the transport is in? Currently they don't, so there is an issue: potentially a map could be reset with a player in a transport on it. So either players in transport should count as players on a map, or the reset test should include players in transports :) I think both options are fun, btw: not counting players let them "hide" somewhere, counting ensures the count on the map is correct. Nicolas -- http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref de l'al?atoire !] -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://mailman.metalforge.org/pipermail/crossfire/attachments/20070705/d87c2212/attachment.pgp From mwedel at sonic.net Wed Jul 4 19:18:43 2007 From: mwedel at sonic.net (Mark Wedel) Date: Wed, 04 Jul 2007 17:18:43 -0700 Subject: [crossfire] Players in transports In-Reply-To: <200707050027.02699.nicolas.weeger@laposte.net> References: <200707050027.02699.nicolas.weeger@laposte.net> Message-ID: <468C38E3.6060609@sonic.net> Nicolas Weeger wrote: > Hello. > > Should the players in a transport appear in the 'maps' output? Should they > count as players in the map the transport is in? yes and yes. > > Currently they don't, so there is an issue: potentially a map could be reset > with a player in a transport on it. > > So either players in transport should count as players on a map, or the reset > test should include players in transports :) > > > I think both options are fun, btw: not counting players let them "hide" > somewhere, counting ensures the count on the map is correct. But that wasn't really the point of transports - it wasn't a mechanism for them to hide. But the output of the maps command is really an out of game command (if one were to think of the people living the the crossfire world, they don't really have any command like that, so normally would not know where people are). So what exactly it should and should not show could be a matter of debate. That said, someone riding a horse should hardly be hidden. Passengers on a ship, perhaps yes. OTOH, in the later case, what does 'who' say? If it just points them back at the map, then to some extent, they are not really hidden - it just depends on what command you use, and IMO, both commands should say the same thing. A more relevant question may be what to do about hidden wizes. Should they show up in the maps command? Probably not, but for consistency perhaps, the map->players count has to accurately reflect them (Swapping out a map with a wiz on it would be bad). From mwedel at sonic.net Wed Jul 4 19:27:13 2007 From: mwedel at sonic.net (Mark Wedel) Date: Wed, 04 Jul 2007 17:27:13 -0700 Subject: [crossfire] Max State Cap (was: Re: classes & guilds) In-Reply-To: <468BB34B.4090404@telus.net> References: <20070704151509.GB19250@cthulhu.desy.de> <468BB34B.4090404@telus.net> Message-ID: <468C3AE1.5000709@sonic.net> Alex Schultz wrote: > Juergen Kahnert wrote: >> On Wed, Jul 04, 2007 at 08:01:12AM -0600, Alex Schultz wrote: >> >>> One quick note about this, is that removing that hard limit isn't so >>> simple as "just" removing it. >>> >> I didn't looked into the code. I just wrote down what I think will >> improve gameplay. >> >> I wouldn't consider this hard limit as critical which needs to be fixed >> asap. Anyway, it can't be wrong to put some more priorities on gameplay >> instead of "what's easy to code". ;) > Yep, just thought I'd make note of what else would be affected by it and > would need tweaking as to make sure that won't be forgotten. I agree it > would help gameplay, though not something with asap priority indeed :) changing the cap isn't that hard. However, this has been done before - cap raised from 25 to 30, with a lot of the same discussions (too easy for any class to max out stats, etc). the basic problem is that unless the cap is really high (50+), it may not make much difference if better and better items show up. Perhaps related to that is a change that raised the max level - when that happened, then it made sense for those really high level quests to give out some good items that balanced with it, so you now got better items, and so getting that max stat became easier again. This can not be taken one piece at a time - the entire character life cycle needs to be examined, in particular: - Is there a max level in the game? If so, what should be it? - Is there a max stat value in the game? If so, what should it be? - What should be the highest stat adjustment any single item in the game should give out? Last question is somewhat important. IF the answer is say 5, then you probably at minimum need the stat cap at least 25 higher than max natural stats (get 4 rings of that and it is 20. Or 2 rings, sword, amulet, etc). From mwedel at sonic.net Wed Jul 4 20:09:26 2007 From: mwedel at sonic.net (Mark Wedel) Date: Wed, 04 Jul 2007 18:09:26 -0700 Subject: [crossfire] classes & guilds In-Reply-To: <20070704082511.GA18372@cthulhu.desy.de> References: <20070704082511.GA18372@cthulhu.desy.de> Message-ID: <468C44C6.8090906@sonic.net> Juergen Kahnert wrote: >> 1) skills operate the same, just harder to get levels in ones you are >> not good at. > > This will end up with all characters having the same skill level, just > takes longer to get some of them. But it would be easy enough to put in level caps for some skills. I know some people don't like level caps that are less than max stats. By in my mind, if you have different quality of skills, such that amateur, advanced, and master all can get to level 110, but amateur level 110 = master level 30, I'd maintain you are effectively doing level caps, your just implementing it in a different way. So maybe the question is more for those against level caps: Why? If the idea is you want to be able to get any skill up to equivalent proficieny as other classes (but maybe it takes 10 times as long, whatever), then pretty much all of the proposed systems don't allow that. >> so effectively this just means that the bad version of level 10 is the >> same as the good version at level 3. So you don't really gain much in >> this case, except for guilds that look at minimum level (but then the >> question comes up, should they also take the version of the skill into >> account? > > No, definitely just the level, because the "affinity value" of the level > will become better through the guidance of the guild masters. But IMO, you have to be very careful how well the affinity value can get adjusted. Otherwise, you get the same case of bunches of classes maybe looking the same. Maybe they get broken down into 3 or 4 major classes - fighter, mage, cleric, thief. But if all the fighters look the same at high level, is that OK? Maybe it is, but one complaint is that all characters look the same at high level. Having all the characters look the same out of 3 or 4 classes is some improvement, but is that what the goal is, or something different. From mwedel at sonic.net Wed Jul 4 20:29:55 2007 From: mwedel at sonic.net (Mark Wedel) Date: Wed, 04 Jul 2007 18:29:55 -0700 Subject: [crossfire] classes & guilds In-Reply-To: References: <4686EDDC.9060203@sonic.net> <20070701122736.GB869@cthulhu.desy.de> Message-ID: <468C4993.7000802@sonic.net> Just a note - I go into pretty much all discussions with some thought on the code involved. Maybe people don't think that is quite the right approach. But my thought is that the greatest designed system in the world is meaningless if it is too complicated to code in a timely fashion. Lalo Martins wrote: > > In defense of Mark's view of how it works (levels are effective > the same way, but need more exp), I'd like to say: Crossfire > levels are not a function of experience. They are just that: a > measure of how effective a skill is due to experience. So > pitching a self-taught amateur that took years to get to > level 20 against a professional who got to this level before > "graduating", should get an approximately even match. Fine by me. It sounds like from that description, amateurs gain exp more slowly than professionals, but if both are level 10 in the same skill, they are effectively equivalent? This sounds like one of the models I put out - in this case, the skill names just make it easier to know what skill version you have? > That said, I'd put a cap on levels. If we retain the current > level system (110/115), I'd cap amateurs at 40 and professionals > at 90. (Master is of course uncapped, or capped by the system's > own limits, currently 110). Also reasonable. Ideally, the caps could be set by skill, so for some skills, maybe amateur cap is 30, for others, amateur cap is 50. Either way, that isn't hard to do. > > It would also be interesting to introduce "difficult" items; for > example, weapons that require pro level in their skills. > Despite appearances, it's just not possible to fight with a > longsword or a battle axe if you've never been trained on it. > (You can self-train, but you'll probably hurt yourself a lot in > the process, and it would take ages.) It has been suggested that there be class or racial items (something only a dwarf can wear, or a ring only a mage can put on). But with all these discussions, class based items are a bit meaningless, so skill level items makes more sense. Question then is - do we care what version of the skill the person has? Eg, is it sorcery level 20 (amateur, professional, or master), or master sorcery level 20 only? That could make a big difference. > > Training to increase proficiency should take time. A way to > represent that could be: > > - The system only considers the proficiency for the "instance" > of the skill with highest level; so if you're amateur archer > 20 and pro archer 18, you're still amateur. > > - But new experience goes entirely to the higher proficiency. > > - Upon acquiring a new version of the skill, it's initialized to > the exp corresponding to N levels below the current version, > where N might be hardcoded, or might be defined by the object > that gave you the skill (the mentor). For fighting skills I'd > say 2 to 5, for magic possibly more. > > So the time required to train yourself into a pro is represented > by the experience required to "catch up" to you previous level. This gets a bit messier to code, as now you have multiple versions of effectively the same skill. If I do the skills command (or just the output in the client), does it now show two different archery skills? Making such a change is quite a bit more widespread in the code, since each skill is differentiated by a subtype number - things would have to get changed to resolve to basically different subtypes (3 subtypes for each skill). Experience also gets a little trickier. It'd be a lot easier to just convert (or add/remove) the amateur and replace it with the professional version. The problem of course is now you are lower skill level, so may not be able to cast some spells, weapon to hit could go down, hp go down, etc, which would seem odd. I wonder if instead, it could be recorded something like 'player was level 20 in this skill before it got updated', and things look at that for min casting level, etc. I'd have to think about if that is easier to do than multiple skills. > > Character creation > ================== > > Get rid of classes entirely, moving that stage to in-game. Interesting ideas, but my quick thoughts/notes: - Alex recently started another topic about redoing the intro/low level area. I thinking having 1 intro area is much better than 5-6 different intro areas. - While maybe not everyone would use it, I would guess some people would want an expedited creation method (I just want to player a fighter - I don't want to wander around a village for for 10 minutes talking to folks to get the skills I need) - I might put this as a part of phase 2 - I don't see that this is actually a requirement related to any of the changes above. It would seem to be a lot of work, and I'm not sure I'd put it at the same priority as redoing the skills/classes/races themselves. > Learning new skills > =================== > > New skills, at amateur level, should be IMO taught at a relevant > society. The Royal Order of Chivalry can teach you amateur > archery and smithery, and the Arcane Academy of Scorn has > alchemy and one spell type it doesn't teach at pro. For a > price, of course; probably very high. Or maybe even a quest (bring me a ....). But yes, that seems reasonable. You don't say so, but I take it that skillscrolls then disappear from the game? > > Advancing > ========= > > Then at other places in the world, preferably far from the > starting towns, you get other societies that teach you more. > I'd even be happy to partially reuse existing maps. To get pro > alchemy, you go to the Nurnberg Alchemy Society (existing map, > but unfinished); to join, you're required to have amateur level > alchemy, which is only learnable in magic academies, so fighters > are barred. The Tower of Demonology could reasonably have a new > section added, where someone who has amateur summoning can learn > it up to pro. > > These further societies are still societies in all senses, > including recurring costs if you want to go back there (and we > should think up some perks to encourage that). That all seems fine. From alex_sch at telus.net Wed Jul 4 21:19:16 2007 From: alex_sch at telus.net (Alex Schultz) Date: Wed, 04 Jul 2007 20:19:16 -0600 Subject: [crossfire] Max State Cap (was: Re: classes & guilds) In-Reply-To: <468C3AE1.5000709@sonic.net> References: <20070704151509.GB19250@cthulhu.desy.de> <468BB34B.4090404@telus.net> <468C3AE1.5000709@sonic.net> Message-ID: <468C5524.7000108@telus.net> Mark Wedel wrote: > changing the cap isn't that hard. > > However, this has been done before - cap raised from 25 to 30, with a lot of > the same discussions (too easy for any class to max gmout stats, etc). > > the basic problem is that unless the cap is really high (50+), it may not make > much difference if better and better items show up. Perhaps related to that is > a change that raised the max level - when that happened, then it made sense for > those really high level quests to give out some good items that balanced with > it, so you now got better items, and so getting that max stat became easier again. > My thought on this issue with raising the cap, is that if better and better items show up, THAT is the problem. Given the current state of things, we could lower item bonuses and natural starting stats instead, however I believe that it would be easier to change or remove the caps AND be strict about not having too powerful items. > This can not be taken one piece at a time - the entire character life cycle > needs to be examined, in particular: > > - Is there a max level in the game? If so, what should be it? > - Is there a max stat value in the game? If so, what should it be? > - What should be the highest stat adjustment any single item in the game should > give out? > > Last question is somewhat important. IF the answer is say 5, then you > probably at minimum need the stat cap at least 25 higher than max natural stats > (get 4 rings of that and it is 20. Or 2 rings, sword, amulet, etc). What I'm pondering right now, is why should we need artificial caps on level or stats at all really? Why not instead just make the items and bonus calculations balanced with eachother? I think that caps are unnecessary if that is done right really. Alex Schultz From alex_sch at telus.net Wed Jul 4 23:18:17 2007 From: alex_sch at telus.net (Alex Schultz) Date: Wed, 04 Jul 2007 22:18:17 -0600 Subject: [crossfire] Organizational Infrastructure (was: Re: Organizing efforts) In-Reply-To: <4689939F.7080403@telus.net> References: <46855F98.1090908@telus.net> <4686FA14.8020105@sonic.net> <46888B93.2060705@sonic.net> <468885D4.8090305@telus.net> <46897607.6020700@sonic.net> <4689939F.7080403@telus.net> Message-ID: <468C7109.5030802@telus.net> Hi, Well that the discussion on organizing efforts seems to have died down a bit I'll sum up that the consensus seems to be from what I have seen here: -The idea of organizing and focusing on a mini-project is good -Some kind of procedure for selecting mini-projects to focus on would be good -Projects should have a leader responsible for setting out the direction of it (and perhaps other duties for it) -The idea of some form of vote deciding which project seems good, so long as it avoids either players or developers drowning out the other's interests -Projects should have a leader and outline before being on the voting list, and if selected should have the leader create a detailed plan shortly afterwards So therefore, the main points that need to be decided are: -How exactly should the voting/decision process work? -What infrastructure should be used to coordinate the project after it has been selected? -What infrastructure should be used for the decision making process? On the first point, of how the voting process should work, well that's already been touched on a little bit, with one favorable option looking like taking a poll similar to what was done with the switch away from SVN, keeping track of both developer and player views and trying to select that which appeals to both sides. On the the infrastructure used to coordinate projects, I think that the usual of the wiki, IRC, and mailing list should serve the job fine. If different infrastructure should be used for a project for some reason or another that could be dealt with on a per-project basis, not a big deal at all. The third issue though, of what infrastructure should be used for deciding what project, is a tricker question I believe. It could be handled manually on the mailing list like with the version control vote, however there are two issues with that IMHO: 1) It isn't of sufficient accessibility to players and 2) it takes notable manual effort to set up each time (not a critical issue, but it would be nice to make future attempts at deciding a project as effortless as possible). I believe that due to both of those issues would be solved by a dedicated but simple web based interface for this, however perhaps that would be overkill or someone else has a better idea. So what infrastructure should we use to plan/decide? Alex Schultz From crossfire at kahnert.de Thu Jul 5 00:25:02 2007 From: crossfire at kahnert.de (Juergen Kahnert) Date: Thu, 5 Jul 2007 07:25:02 +0200 Subject: [crossfire] classes & guilds In-Reply-To: <468C44C6.8090906@sonic.net> Message-ID: <20070705052502.GA14332@cthulhu.desy.de> On Wed, Jul 04, 2007 at 06:09:26PM -0700, Mark Wedel wrote: > But it would be easy enough to put in level caps for some skills. I bet it will. ;) > I know some people don't like level caps that are less than max stats. > By in my mind, if you have different quality of skills, such that > amateur, advanced, and master all can get to level 110, but amateur > level 110 = master level 30, I'd maintain you are effectively doing > level caps, your just implementing it in a different way. Basically, yes, I do the level cap on the grade - without a master earlier with one later. The result is technical similar, but not the same for the gameplay. > So maybe the question is more for those against level caps: Why? If you have a level cap of 30 in a skill, this becomes a boring skill once reached this limit. Splitting the skill into two values (xp and grade) without limiting xp, there is always something to do. Savvy? ;) People love to form their characters, and after reaching a limit it's all done. Nothing more to do. That's it. Boredom. Stagnancy. Having xp open end will change that. And maybe even after level 100 you're able to increase your grade by your own (without a master) will add another good feeling. It wouldn't make a big difference, because at this high levels you can't form much, but the feeling stays, there is no end. > But IMO, you have to be very careful how well the affinity value can > get adjusted. Otherwise, you get the same case of bunches of classes > maybe looking the same. Sure, but reducing the amount of classes to sharpen the remaining ones won't be bad. If you introduce new roles (classes), make sure that this new class is something new. Or make it a special subject of an existing class. For example we could make the mage guild with different schools inside. There are masters for pyromancy, for sorcery, ... Or for each of the schools a new guild and just say that this is a different area of expertise for mages. It's also possible to have similar guilds teaching up to different grades. A mage guild with a grand master in sorcery, but only expert in pyromance, a master in evocation, ... > Maybe they get broken down into 3 or 4 major classes - fighter, mage, > cleric, thief. But if all the fighters look the same at high level, > is that OK? There is no chance to avoid that; without disproportional lot of work. But if you have a system allowing you to define a class which will definitely differ from others, you still have the option to add new classes. We need to avoid to create 3 or 4 general classes not allowing us to add new ones without letting them look a bad choice compared with the older ones. As long as there is enough space for new classes which will add real benefits, we won't end up with 3 or 4 classes looking all the same. J?rgen From crossfire at kahnert.de Thu Jul 5 00:34:53 2007 From: crossfire at kahnert.de (Juergen Kahnert) Date: Thu, 5 Jul 2007 07:34:53 +0200 Subject: [crossfire] Max State Cap (was: Re: classes & guilds) In-Reply-To: <468C3AE1.5000709@sonic.net> Message-ID: <20070705053453.GB14332@cthulhu.desy.de> On Wed, Jul 04, 2007 at 05:27:13PM -0700, Mark Wedel wrote: > changing the cap isn't that hard. > > However, this has been done before - cap raised from 25 to 30, with a > lot of the same discussions (too easy for any class to max out stats, > etc). > > the basic problem is that unless the cap is really high (50+), Why always the same value? Just make the cap for example +10 on the stat value. Or max +50% on it. Whatever. This way you keep the race modifiers without making all the same. For example an elf with con of 10 is allowed to increase it with a +50% cap up to 15. After reaching the maximum con for this race (18), the maximum will be +50% = 27 con. A dragon will achieve a maximum con of 26 * 1.5 = 39. Only for the humans there won't be any changes, because natural max 20 +50% will result into all 30. J?rgen From crossfire at kahnert.de Thu Jul 5 00:52:13 2007 From: crossfire at kahnert.de (Juergen Kahnert) Date: Thu, 5 Jul 2007 07:52:13 +0200 Subject: [crossfire] unbalanced races (was: classes & guilds) In-Reply-To: <468BAD02.6060409@telus.net> Message-ID: <20070705055213.GC14332@cthulhu.desy.de> On Wed, Jul 04, 2007 at 08:21:54AM -0600, Alex Schultz wrote: > however your example of this is quite flawed: Rings and amulets are > often much more powerful for spellcasting than armour or swords. Often, but not always. Just to list some: - Wizard Hat - cloak of the Magi - Staff of the Magi - bracers of magical power > Thus the fact that fireborn can wear up to 4 rings and 2 amulets at a > time far outweighs their lack of armour and swords so far as > spellcasting is concerned. Yes, 4 rings and 2 amulets sound much. But in fact it's just 2 more rings and 1 more amulet. And this should compensate the lack of 8(!) body parts? Someone with feets just need to take on Idaten boots and is faster than a fireborn. Still leaving enough slots for other stuff... > Also, Fireborn DO have a unique bonus besides stats: they do have an > intrinsic mana regeneration bonus that is independent of stats, and > while it well known it does help Fireborn notably. Sure, this will compensate another slot, see above of the list with magical items. Nobody said that all races should have the same power. But a bit more balance could help. Especially if there are parts of the game some races can't participate like making their own weapons. J?rgen From crossfire at kahnert.de Thu Jul 5 01:18:30 2007 From: crossfire at kahnert.de (Juergen Kahnert) Date: Thu, 5 Jul 2007 08:18:30 +0200 Subject: [crossfire] classes & guilds In-Reply-To: Message-ID: <20070705061830.GD14332@cthulhu.desy.de> On Wed, Jul 04, 2007 at 06:11:38PM +0000, Lalo Martins wrote: > Also spracht Juergen Kahnert (Wed, 04 Jul 2007 15:16:11 +0200): > >> The comparison with an untalented black-belt vs. a talented one is > >> IMO not fair. A better way to think about it is comparing two > >> fighters who were given black belts by the same, rigorous master, > >> in which case they should have more or less the same skill. > > > > I can't confirm that. They won't have the same skill. In fact > > there can be huge differences between them, even with the same > > master teaching them at (and over) the same time. > > Then I'm sorry, we seem to have a fundamental difference of philosophy > wrt. the real life. I don't believe in that. Maybe you don't see that with karate. Than look into education institutes. There are people learing all the same, writing the same exam, getting the same mark. But as soon as they encounter something new, they never saw / learnt before, some of them (with the natural talent) are able to combine the learnt stuff and solve the problems, the others not. I'd once a professor who said an exam is just another lesson to learn something. Lot of students complained about that it's far to hard, because they never learnt to solve such kind of problems. That was wrong. It just separated the wheat from the chaff... There was, there are and there will be always people doing better than others on the same [education] level. > Finally, there has been talk of redistributing spell levels, and I'm > taking for granted that this *will* be done for 2.0. The current > spell levels are artifacts from when the highest level was, I don't > remember exactly, 40 or 50. Yes, this needs to get fixed, too. > I'm just saying, an untrained person will use the tools (weapons in > this case) that are easier to grasp, while someone with formal > training will have more breadth. Agreed, I also think that a level on items would be a good thing. > > On the one hand you're saying, that you should be able to master > > every skill by your own to the same level as others with a teacher. > > On the other hand you deny that for the praying skill. I think > > that's inconsistent. > > Er, no, I never said that, where did I? In fact, you never said that, it just sounds like that. I can't see the special thing why changing the cult needs help from others... Just watch your steps if you're running around in valriel or gorokh before you pray. ;-P > Only by joining an "advanced" society as I described later, one that > only admits you if you are a warrior and then teaches you some magic > -- making you the equivalent of today's "warlock". And you end up with characters looking all the same, because they will make a tour through all the guilds to achieve all the skills... > > Besides that, I think CF needs much more party support to make this > > work well - if ever on a tiled 2D map. I don't see much parties > > going deeper at raffle2 after the trolls are dead. A CF party is > > just used to level up a character fast, nothing more. > > That is at least partially true, maybe completely. But I'm assuming > we'll address that for 2.0 as well. Even if we don't, it's worth > making it easier to party, if the cost isn't very high, because then > we're more encouraged to improve partying later, in 2.x :-) But how? I've no good ideas how to improve the party support on a tiled 2D map game that it will really work. Which doesn't mean that it can't be what I can't imagine. ;-) J?rgen From lalo.martins at gmail.com Thu Jul 5 01:41:47 2007 From: lalo.martins at gmail.com (Lalo Martins) Date: Thu, 5 Jul 2007 06:41:47 +0000 (UTC) Subject: [crossfire] classes & guilds References: <4686EDDC.9060203@sonic.net> <20070701122736.GB869@cthulhu.desy.de> <468C4993.7000802@sonic.net> Message-ID: Also spracht Mark Wedel (Wed, 04 Jul 2007 18:29:55 -0700): > Just a note - I go into pretty much all discussions with some thought on > the code involved. Maybe people don't think that is quite the right > approach. But my thought is that the greatest designed system in the > world is meaningless if it is too complicated to code in a timely > fashion. It's good to have different perspectives. I'm clearly going as a pen-and- paper author, shooting for both flavor and game balance. Juergen is coming from some other perspective which I won't try to guess. And since the code needs to get written eventually, of course it's useful to have a code perspective ;-) > Lalo Martins wrote: >> >> In defense of Mark's view of how it works (levels are effective the >> same way, but need more exp), I'd like to say: ... > > Fine by me. It sounds like from that description, amateurs gain exp > more > slowly than professionals, but if both are level 10 in the same skill, > they are effectively equivalent? This sounds like one of the models I > put out - in this case, the skill names just make it easier to know what > skill version you have? In fact it's exactly the model you put out. You'll notice the paragraph starts with "In defense of Mark's view" -- last I checked you're the only Mark here ;-) I'm not really proposing a new idea in this paragraph, rather, I'm exposing my understanding of the *current* meaning of levels in the Crossfire rule system. Which, IMO, supports your model. Sure, it could be changed; but I see no compelling reason to change, since the desired effects can be achieved with your model. >> That said, I'd put a cap on levels... > > Also reasonable. Ideally, the caps could be set by skill, so > for some skills, I think so, yeah. Maybe put the values on the actual archetypes. >> Training to increase proficiency should take time. A way to represent >> that could be: (...) > > This gets a bit messier to code, as now you have multiple versions of > effectively the same skill. If I do the skills command (or just the > output in the client), does it now show two different archery skills? Presumably just the "active" one. Yeah, messy :-( > It'd be a lot easier to just convert (or add/remove)