[crossfire] combat notes

Kevin R. Bulgrien kbulgrien at worldnet.att.net
Fri Nov 30 06:36:01 CST 2007


On Friday 30 November 2007 02:19, Mark Wedel wrote:
>   So I made some changes to the tavern test server, just to try things out.
>  From  before, made these changes:
>
>   need 5000 exp for 2nd level (and rest of levels are likewise scaled up)
>   reduced exp by monsters less than level 5 by half to 1/3rd old value
>   disabled generators
>
>   It is an interesting experiencing - turning off generators (I just
> disabled the code instead of going through and removing them from the maps)
> changes map focus a bit - in newbie tower, I was perfectly happy letting
> the monsters come to me since I didn't have to worry about the generators. 
> While I'm still playing a fighter type character, I can certainly seem to
> alternative play strategies that could open up - if one was playing a
> thief, luring and killing the occasional orc and then sneaking around to
> the back would be a potential strategy if there was some nice treasure
> there.  With generators always making monsters, that strategy doesn't
> really work.
>
>   The newbie tower, with those adjustments, did not get enough exp to gain
> a level - got about 3000 exp from it.  That also includes the exp for
> killing generators, which I did not adjust so are some nice bonuses.  In
> the end, it took about 20 minutes of actual fighting/adventuring to gain
> the 5000 exp for second level (and more like 30 minutes of actual time,
> including time to sell loot, aborted attempt in dry well after setting off
> trap releasing earth elementals, etc).  That pacing seemed reasonable.  I
> think I'm also getting better/more used to the combat pacing, as it seems
> like I was able to get through the newbie tower a lot faster than I did
> before
>
>   Disabling generator would require a lot of map rework - after aborting on
> the dry well, I went to the drinking fountain.  With the generator popping
> out monsters, that map was largely empty. Also, because it does effectively
> reduce amount of killing on a map (with generators, I'd probably kill
> another 10-25% more monsters on newbie tower), which may mean more people
> have to hunt through other maps to find monsters to kill.
>
>   As a note, I'm not suggesting that all generators should be removed -
> certain maps rely on them (like training centers), but at some level, I
> think it may make the game more enjoyable without them - often before it
> would be a case of just a slug fest of whittling the monsters down to get
> to a reasonable number to then kill the generators - not particularly
> interesting in many cases.  I just disabled them as a quick way to see how
> it would change the game.
>
>
>
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