> 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. > If a fighter has a tactic to defeat a monster and take no damage, that is > no problem, as long as he can't do it a lot faster. For example, right > now, I suspect a figther using a bow could probably clear out so low level > dungeons and not take any damage. But I believe the bow is a slower way of > killing things, so in the end, while it may be safer, he doesn't get a big > advantage. I'd rather see different classes meaning different tactics and possibly different time... > Likewise, if the player disappears or isn't around, the monster should > have an affinity to head back to their home. Monster IA should be much improved - just need to actually do that. > If not sure, I'd say just file a bug on the broken map, so at least it > gets better recorded. But this is also somewhat a balancing act - not > doing anything because it may break things probably isn't the right > approach for most any changes that may get made. Many maps suffer the "no story just trash monsters" symptom, so breaking those wouldn't be too bad. > Creating a low level wall spell is reasonable - each could have different > effects (borrowing from AD&D a bit here) - <snipped spell descriptions> Could be interesting, indeed! Nicolas -- http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de l'aléatoire !]
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