[crossfire] Game feature or ideas with random maps and preset monster populations

Nathaniel Kipps nkipps at gmail.com
Thu Sep 14 19:25:06 CDT 2023


I like the overall idea, though I think it's very ambitious.

Regarding random maps:
    I don't think this needs to be restricted to random maps only, nor do
we need to strongly embrace the concept of randomness. I think it boils
down to "adding flavor to different areas and dungeons". Many of our
existing dungeons do not do well when it comes to explaining their
backstory, having a cohesive enemy variety, etc. If you can wanted to try
this in a small area, I would suggest some place that does not yet have a
backstory.
    If someone wants to try to add or rework some dungeons or areas to
focus on a specific race or faction, let me know. I've wanted to do this
for some time, and would enjoy collaborating.

Regarding theming the monsters and items:
    Be careful how much graphical diversity you attempt to add, as adding
unique faces to both base and clsc sets could be very labor intensive, not
to mention more esoteric face sets.
    If you want to use the artifact system, note that I don't think you can
apply several artifacts at the same time, at least not reliably. Perhaps
another mechanism is needed, since presumably we don't want to create
duplicated archetypes and treasure lists.

Regarding a vendor that asks for items on a rotating basis:
    I think this could be implemented by itself, and might serve as a good
proof of concept, and a way to gauge player engagement.

--Draugthewhopper

On Thu, Aug 31, 2023, 6:07 PM Rick Tanner <leaf at real-time.com> wrote:

> Enclosed is an idea that I am looking for feedback on and further
> discussion for in-game content that uses some of the Lore features, a
> slight modification to existing random map code, some game storylines,
> and a quest and reward system.
>
>
> The email is quite long, so here's an outline:
>
> 1.) Random maps
>
> 2.) Map occupants' items have a themed name
>
> 3.) Shops throughout the world randomly reset to pay rewards for themed
> items
>
> 4.) Players plunder the random maps
>
> 5.) Lore features on themed items
>
> 6.) Turn in specified items for reward(s)
>
>
>
> 1.) Random maps (using the code that already exists) for goblins,
> trolls, giants, demons, angels, (and more?) generated with some sort of
> name related to the occupants. For instance, the Tribe of Red Foot
> Goblins or Clan of Silver Beard Dwarves, etc. The monsters are all
> normal or have slight stat mods, and have a name attached to them
> (again, i.e., Red Foot Goblin)
>
>
> Some discussion on Discord/IRC is to make the random maps not completely
> random.
>
>
> "For example, you would only find Red Foot goblins southeast of Navar,
> and near Scorn there's a different tribe of goblins." (I think that is
> certainly reasonable.)
>
>
> "I think a random entrance location with one static dungeon level would
> work, random dungeon generation might be interesting if it could execute
> a Python script for example for placement or randomly equipping said
> unique items."
>
>
> "Would it make sense for the locations to be randomly initialized at
> server start (if not already initialized), and then have those locations
> be reused for the duration of the server? I was thinking the
> saved-out-and-reloaded-at-relaunch method, tho I wasn't the clearest on
> that."
>
>
> 2.) Their items also have their unique name (i.e., Red Foot Goblin Short
> Sword). Items have some tweaks stats (+/- to damage, value, other stats,
> etc.) Items would also have some minor color changes in graphical faces
> such as Red Foot Goblin boots are a deep red, their bucklers have a red
> foot imprint, leather armor a red tinge, etc. Players plunder the maps
> and collect the loot - as is the Crossfire way.
>
>
> 3.) Shops throughout the world randomly reset to pay rewards for such
> items.
>
>
> For instance, a new level on the Navar Museum of Arms on one reset would
> be paying out or collecting gear from the Red Foot Goblin tribe. After
> the map resets it now wants to collect gear from Black Tooth Troll
> Warband, or Clan of Silver Beard Dwarves, et al.
>
>
> Other maps might be an antique collector looking for rare loot, a "shop"
> looking to purchase these items to keep them out of the hands of their
> enemies, or the shop wanting the loot returned to their ancestral
> homeland. Another shop wants the items for use to study to find a
> weakness in the item because of an ongoing faction war. Or, a shop is
> interested in the items to sell back to the original faction for a
> substantial profit. One suggestion on Discord/IRC was, "A good starting
> point is to make a vendor which asks for a specific item or item
> variation, on a rotating basis"
>
>
> Other ideas or suggestions on how to deploy the rotating vendor?
>
>
> 4.) Players have the opportunity to visit these random maps, and maybe
> have to hold on to the loot if they want to complete the trade-in (quest?).
>
>
> The turn-in map for this reset might want the Red Foot Goblin items, the
> next reset might want the Black Tooth Troll items. Or, is this loot
> management unpleasant? (assuming the plundered items are not kept and
> used by the player or just outright sold...)
>
>
> 5.) Also, this gives the players a chance to use more of the newly added
> Lore feature.
>
>
> Introduced in
>
> https://sourceforge.net/p/crossfire/crossfire-server/ci/9a437214e63f959d8378281f67a00908a7fd9752/
>
>
> When a player identifies and examines items they get more information on
> the item.
>
>
> Lore examples:
>
>   * This is a Red Foot Goblin Short Sword.
>   * The Red Foot Goblins are terrible weapon smiths, and that reflects
>     in the poor quality of the weapon.
>   * The leather hilt used on the sword is derived from a rare
>     subterranean eel creature, which makes their value higher than normal.
>
>
> 6.) Turn in specified items for reward(s)
>
>
> A goal is for the players to get useful items, and not just acquire
> wealth. Nothing wrong with building wealth, I'm just trying to add
> something that does not impact the economy too much.
>
>
> As far as rewards, and since this first experiment would be for
> low-level players fighting goblins:
>
>   * Healing potions or balms
>   * Potion of Life
>   * Potion of magic power
>   * Potion of cure poison
>   * Arrows
>   * Crossbow bolts
>   * Keys (generic door keys)
>   * Potions of word of recall
>   * Scrolls of identify
>   * Scrolls of detect curse
>   * Scrolls of detect magic
>   * Temporary stat boost potions
>   * Light source (torch or lanterns)
>
>
> The above list of items is what I have observed new and low-level
> players wish they had more of when starting.
>
>
> Higher-level items could be arrows with plus enchantment, slaying
> properties, and/or additional attack types. Potions could be Major
> Potion of Life, and so on.
>
>
> Ideally, I envision a tiered reward system that I think could use
> scripting help. Or else, there much a bunch of rows of conversion
> tables. (one table for 1 dagger for 1 potion of healing, one table for 2
> daggers for 3 potions of healing, et al.)
>
>
> I would like the rewards for the turn-in to favor a higher number of
> items. For instance:
>
>
> 1 dagger = 1 potion of healing
>
> 2 daggers = 3 potions of healing
>
> 3 daggers = 5 potions of healing
>
> 5 daggers = 10 potions of healing
>
> And so on or maybe it stops at 5? or 10?
>
>
> Another converter would be daggers for Potions of magic power with a
> different reward scale system. This is a part that I think needs more
> discussion or ideas.
>
>
> So, what are your thoughts?
>
>
>
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