[crossfire] Gameplay notes

Nicolas Weeger nicolas.weeger at laposte.net
Sat Sep 4 02:58:06 CDT 2010


>   Maybe, but that can be hard if one still tries to keep within those
> boundaries of the skill - sorcery is a bit easier since many misc things
> can go there, but summoning is trickier - one can add more summoning
> spells, but it may just be that summoning itself is going to be less
> powerful than shooting up a fireball.


For summoning, maybe a fix would be to make base monsters tougher, so they can 
really help the player kill things, and not just hit 2 times before being 
destroyed...
Maybe increase hp a lot, like tenfold?




>   Trying to run all ticks at load time would likely create performance
> problems, as now you have to do all that processing at once.  A better
> (and simpler solution) would just be to increase the map swap out time to
> something like 10 minutes - most likely, if a player doesn't return within
> 10 minutes, unlikely to do so (or if they do, that is probably still long
> enough any spells/diseases they created have run their course).

For low level diseases like leprosy, it can easily take >20 or 30 minutes to 
kill a monster...
So a player casting that and exiting the map to be safe could not use the 
disease to kill.




>   That would also have some performance impact - more memory and cpu time
> to process that map while in memory, but that is probably not a problem
> for most modern systems - the amount of memory systems have has gone up
> dramatically - the cpu one might be more an issue.

I really don't think it'd be that bad, but maybe experiments are in order.
The first step could be to move swap time to a settings, so admins can 
experiment.



Nicolas
-- 
Mon p'tit coin du web - http://nicolas.weeger.org
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