[crossfire] reorganizing the entire world

Juergen Kahnert crossfire at kahnert.de
Tue Jun 26 06:22:32 CDT 2007


I have the following idea for the new world:

After character generation, you have to chose your class. As soon as you
have chosen your class, you won't enter "start/Nexus", but the guild of
that class.

This guild will be a combination out of the newbieshouse and the
beginners maps to teach new people how to play this game. And there you
learn the abilities of your class. So you won't get a bunch of class
specific items. Instead of this you're guided through maps where you
learn your abilities and where you're teached how to use them.

Parts of the guided tour could be shared between different guilds. This
will reduce the map making work.

After the tour, the guild master will give you your first quest. This
will be a chained quest. You will get better and better class items from
your guild master for solving the quests or as a quest treasure.

For more class like role playing, the guild is able to ostracize players
by checking for example if a sorcerer uses close combat skills instead
of magic. If the sum of the close combat skills exceed the sum of magic
skills by a defined limit (e.g. > 10%) the sorcerer isn't allowed to
enter the guild. This also means this sorcerer won't get additional high
level spells because they are rewards from the guild master for solving
quests.

It's also possible that you change the class. For example a warrior
using a lot of magic skills will be ostracized by the warrior guild and
may be accepted by the warlock guild.

Or a sorcerer using physical combat skills may become for example a
wizard.

We have to define which class has which fingerprint. And also if a
ostracized player will ever be able to rejoin the guild. And if there is
a guild taking them all.


This guilds would be placed in a central place from where you reach the
different regions, depending on your level. Scorn will be placed in the
beginning region, but the guilds don't need to be there.


The vision is, to have chained quests leading through all the maps. You
don't need to visit every single map, because some of them could be part
of a side quest. But you should be able see them all by just following
the storyline.

And the famous hack and slay random maps could become a quest reward,
too. For example, you solved a quest and the reward is a key (for
unlimited use) to a hack and slay random map. Those random maps can be
used to level up the character to be able to solve harder quests or to
become ready for the next [harder] region.

What do you think? And yes, this changes are substantial which makes it
necessary to abandon old characters and start from scratch.

I know, the developers of CF have set their focus on coding. And this is
almost gameplay. But without feedback of the core developers there won't
be any changes of gameplay at all.

Regards,

    Jürgen





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