From matthew at giassa.net Mon Nov 23 20:57:01 2015 From: matthew at giassa.net (Matthew Giassa) Date: Mon, 23 Nov 2015 18:57:01 -0800 Subject: [crossfire] Question - Non-friendly maps Message-ID: <5653D1FD.7040204@giassa.net> I've played this game on-and-off for nearly two decades now, mostly source-diving to gain bits of insight with respect to writing an online tile-based game. I've been using a private server plus MetalForge for testing, and it seems some of the maps on MF are designed solely to frustrate players unless they too want to source-dive or (ab)use map editors (ie: Deliantra's online map viewer) to make maps easier. Case in point: Ancient Pupland Volcano Quest for WDSM: a lengthy quest to get a key, followed by running through a room of deathtraps (ie: 4x "Soul Detectors" with all sorts of nasty stuff attacking you from every angle like jumping into a fish tank of piranhas), followed by a 1/9th chance of getting the desired reward. Also, the Somarok quest, where the first level is riddled with ultra-fast characters that annihilate a level 110 character with top tier gear in seconds. This is manageable, but only with a select set of player combinations. Has there been a massive change in AC/WC/Speed/HP/Level balancing over the past couple of years? It seems the only way to legitimately get past these obstacles is abusing in-game exploits (ie: "cause red death", "divine shock"), and various race/class/cult combinations cannot proceed. Thoughts/comments? Thanks. -- From leaf at real-time.com Tue Nov 24 01:23:54 2015 From: leaf at real-time.com (Rick Tanner) Date: Tue, 24 Nov 2015 01:23:54 -0600 Subject: [crossfire] Question - Non-friendly maps In-Reply-To: <5653D1FD.7040204@giassa.net> References: <5653D1FD.7040204@giassa.net> Message-ID: <5654108A.4040406@real-time.com> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On 11/23/15 8:57 PM, Matthew Giassa wrote: > > Case in point: Ancient Pupland Volcano Quest for WDSM: ... followed > by a 1/9th chance of getting the desired reward. This was by intent and design of the map creator. WDSM is an extremely powerful artifact that is very difficult to reach and requires a huge amount of luck to to acquire - which is also the reason why the hall of fame lists those who have obtained WDSM from that quest. (There is another way, but one has to be insanely lucky to acquire it through the Pup Land raffle.) > Also, the Somarok quest, where the first level is riddled with > ultra-fast characters that annihilate a level 110 character with > top tier gear in seconds. The Somarok maps were designed for level 110+ players with the combat system that was/is in place in Trunk (now part of the main releases for multiple years - maybe 5+ now.) The maps difficulty is definitely end game content to challenge player skill level and in-game character abilities and equipment choices. > Has there been a massive change in AC/WC/Speed/HP/Level balancing > over the past couple of years? Yes, combat has been slowed down to give players a chance to react and respond to monster movement, etc. -----BEGIN PGP SIGNATURE----- iD8DBQFWVBCKhHyvgBp+vH4RAtm/AJ9gyBt1DXS/BjqR5JYnmWgUCMUo7wCeLLar AtbrlKwG2bqlnjtD//e7PKw= =x8LJ -----END PGP SIGNATURE-----