[crossfire] Priority feature list

Nicolas Weeger nicolas.weeger at laposte.net
Mon Jul 23 12:22:49 CDT 2007


> To be honest, I've no idea how to make CF work well with parties.  Maybe
> party support could be the topic for CF3, and for CF2 the topic is
> gameplay / balance.
>
> How much parties do you see on servers which will do something else than
> leveling up lower level character(s) with a high level character?
>
> Step one (CF2), increase gameplay.  Make CF more attractive and allure
> more players.  More active players will offer a better base for parties.
> Step two (CF3), increase party support.
>
>
> Maybe we can have quests for parties, only solvable with a party.  And
> for such a quest every member of the party will get a reward.  Otherwise
> it's a quest for a single hero; the reward won't change regardless of
> the number of characters.
>
> For example, the king offers 1000 platinum for the head of the goblin
> chief.  The one who brings the head to the king will get 1000 platinum,
> that's it.  If this dude required 5 mates to get the head, fine, but the
> king won't pay more.  He don't care how they split the bounty.  But he
> would never ever pay 6 * 1000 platinum.

Totally revamp parties.
Like party spells, places you can only go at 3 or 4 players.
Monsters you can only defeat with some combo that only 2 players can achieve.
And so on.

Else how can CF be a "multiplayer" game? :)

> >   Just a note - looking at metalfore, only 2 characters have reached
> > the high score/level limit.  And I suspect even without retuning the
> > exp table, if we re-adjust other factors (and fix bugs) it may not be
> > possible to do that again with CF2.
>
> Yes, that may be right.  And yes, not technically important.  Anyways,
> it's just about the feeling.  I don't like to encounter monsters with a
> higher level than I have without the theoretically chance to reach this
> level.  And... if someone ever managed to reach the max xp, what's next?
> Those two with level 115 stopped playing or playing different characters,
> right?

Different players have different ideas of the game.
IMO we should keep the current exp system, maybe rebalance exp gaps, but keep 
the 115 limit.
And, on the other, keep expanding content. Content, you know, something we 
always forget :)
(this is not meant to be insulting)
Also add player interaction, enable players to (gasp) role-play (open a shop? 
purify themselves to be able to enter a monastery)

> No, it's not.  But don't make monsters getting a higher level than the
> maximum of the xp table.

Sure we should. High level (150) monsters you can only kill with 4 100+ level 
players.

> >   Some new spells are certainly needed, and a redistribution of
> > existing spells (more to cover the broader level range) is also
> > needed.  There are very few spells above level 20 right now, dating
> > back to when there were not that many levels.  If we say that 100
> > levels is the range we aim for, then there should be a few level 90
> > and 100 spells.
>
> If we reorganize the entire world to make regions for certain levels, we
> just add the ones necessary to survive this region.
>
> This also leaves room for extensions than spreading all the spells to
> 100 levels.

Trash the multiple versions of spells.
"small fireball, "medium fireball", "large fireball" sound fun, but let's not 
multipliate spells :)
Suggestion: have the "medium" replace the "small", assuming the cost/dam ratio 
is equivalent.
As a weird example: small healing is much faster to cast than major healing, 
so you can possibly use the first all the time instead of the second.

> Having a hard start as a mage turns up into an impossible mission on
> higher levels.  That's not fair.  If it's hard in the beginning, it
> should become easier later on, not harder or impossible...

Too many high level places have "no magic", too.




Nicolas
-- 
http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref 
de l'aléatoire !]
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