[crossfire] Question - Non-friendly maps
Matthew Giassa
matthew at giassa.net
Mon Nov 23 20:57:01 CST 2015
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.
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