[crossfire] Spell rebalancing notes/thoughts
Mark Wedel
mwedel at sonic.net
Mon Mar 10 00:25:38 CDT 2008
Nicolas Weeger wrote:
>> What I really care about is not whether hp/sp/whatever goes down (because
>> as mentioned, a clever fighter could perhaps prevent that), but rather
>> total time it takes to gain a level.
>>
>> The real time it takes for a fighter and mage to gain a level should be
>> the same. If it takes the mage 3 times longer, that needs to be fixed.
>>
>> If it does take the same time, and it means the mage is spending 25% of
>> the time gaining back SP, that isn't much a problem, especially if the
>> fighter is spending 25% of his time getting back HP.
>
> Somehow, I don't like this definition of "fun"...
> But I admit I don't have many ideas of other definitions.
I'm open to ideas to make this better. Certainly waiting around for
HP/SP/Grace to come back isn't fun, yet at the same time, we can't just ramp up
the regen speed, as that effectively makes characters more powerful (if a
character gets all their HP back in 2 seconds, it means you just have to avoid
damage for that long).
While potions of heal/power/whatever work, one can't really give them out in
infinite supply.
Now my quick thought is that it is less annoying to player for 100 seconds,
wait 10 seconds to get HP back, repeat vs player for 1000 seconds and wait 100
seconds.
In the first case, maybe it means you do a quick chat with someone (irc
channel or in came) or look at your items, etc, and buy the time you do that,
you're ready to go. In the second case, seems like a real painful pause. But
maybe that is just my play style, where I tend to multitask more.
One thought I did have is maybe something like a 'rest' command. In this
mode, the character sp/grace/hp regeneration goes way up. But at the same time,
player is blind (eyes are closed - resting), so if monsters are about, this is
really dangerous. Perhaps put in some sort of time penalty to come out of
resting, so a monster may get in a couple good licks. And if you're damaged,
you don't get a benefit of resting (so you can't rest if surrounded by wimpy
monsters on the basis you get HP back faster than they are doing damage). This
could actually add a use to all those chairs and 'normal' beds.
You could still issue out of character commands (who, chat, maps) but any in
game commands would end the rest cycle (apply, movement, etc).
This could perhaps be pretty easily implemented by a basic force object (has
blindness set, but also has high sp/hp/grace regen benefit).
This basically fixes the problem - when it is boring to regain your hp is when
it is safe to do so (in town, in a cleared out dungeon level, etc). This
basically reduces that time. If you're actually about fighting creatures, you
don't get any benefit. And if you are in a dangerous place, really risky to
actually rest.
This does sort of make the monks mediation ability pointless however, but
maybe the monk can get improved in other ways (rebalancing the monk is probably
a project all in itself).
And all of this is also basically game mechanics. IIRC, crossfire game time is
roughly 10 times faster than real time (in terms of day/night, ett). Don't know
about you, but a 50 minute sit in a chair really doesn't do much good (OTOH, I
can't eat a chicken leg in 1 second either), so maybe best to not try and think
too much about the timings here.
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