Nicolas Weeger wrote: >> Likewise, if the game was much more an adventure game, then maybe not >> having stats would make more sense (by adventure game, I mean games where >> the focus is on exploration and solving puzzles, like say myst, and not >> killing things). > > Maybe that's somethine we should consider - remove some hack&slash aspect, > make the game more strategic, have more time to think about what you want to > do next.
That's a bit different game. I do think too much emphasis of the game is really hack and slash. Or maybe hack and slash with no real purpose. Most RPG's do tend to have a lot of combat - that is sort of the basis of an RPG vs adventure game. But lots also have some purpose - get this item from the bottom of a dungeon, kill that nasty boss creature, etc, and these get tied into some basic storyline or quest. Some of the crossfire dungeons do fit into some framework of 'go do this and get some reward'. But a lot are just you come accross some dungeon, go in, and kill everything in sight, and there happens to be nice reward at the end. Crossfire is an RPG game at its heart - its not an adventure game (like myst), so combat will be a part of it. And while puzzles are good, and more puzzles would be welcome, they are also not as repeatable as hack and slash. What I mean by that is that in crossfire, you could play a fighter and do dungeons and get that character at high level, and then decide to try a fireborn - while defeating monsters the first time with a fighter would give me hints on how to do it with a fireborn, it is a bit of a different experience. However, for the puzzle, once you know the answer, that is it, and the next time around it could be really easy and now just an excersize of running around and doing the steps. I personally don't find much replay value in adventure/puzzle games that much for that reason - the fun was figuring out the puzzles the first time around (or finding places, whatever), but RPG's do have some level of repeatability. The combat rebalancing is slowing down combat, so does give player a bit more time to think, which is a good thing. >> I think WC is the only thing that violates that rule, correct? And the >> reason it does so is because it was based on the old AD&Dv1 version of >> THACO/AC (or so I believe). I'll note that AD&Dv3 actually fixed that - >> higher the AC, the better. Likewise, the idea of WC basically went away - >> instead, you just have a bonus to hit. Ends up being very simple - if d20 >> + to hit >= AC, you hit. >> >> Making that change in crossfire is IMO a good idea and would be really >> easy to do - one could easily enough write a script to go through and >> replace wc X with hit_bonus 20-X (with the script doing the calculation). >> Likewise, a similar change for AC could be done (new_ac = 20-X) > > Actually, I was more thinking like: if attack == defense, 50% chance to hit. > Attack > defense => more than 50%, capped to eg 90%. Attack < defense => less > than 50%, capped to eg 10%. > Maybe not linear progression, but that can be adjusted (and 50% is some value > I didn't think about, can be adjusted). > > Also, you could have 'sword +1' => +5 bonus to attack, or +10, something like > that. That all works. I'm not sure if it is worth while going to a percentage system - then you have other oddities like a +1 sword really gives a 5% bonus (so why don't you just make that a +5 sword, etc). But this sort of goes more into the details - I think the general thing of higher numbers is better just makes sense - explaining WC and AC is always odd. > > >> Agree. Too often in maps/quests, the final reward is some artifact type >> weapon. It would be more interesting if these were components or pieces to >> make up really good weapons. And ideally give out very few static rewards >> (meaning that you always get item X from some quest - make it a treasure >> list of maybe 10 different items, etc) > > What about something like you need to do 10 quests to have all pieces needed > for a powerful weapon? Each quests only gives one piece of the weapon, 10 > needed. > But that still doesn't address the issue of map camping or leveling up. Yeah, there are different approaches. If players craft their own weapons, then one could find different components that give different bonuses - instead of the existing armor improvment logic, maybe you find something that gives it 5% of fire resistance, or +1 str, etc. And you can go and choose how to combine those different pieces together. Maybe as a way to burn up money, you have the empty weapon sold in towns. For example, for 100 GP you can buy a sword that can hold 3 of those enchantments. If you want a sword that hold 10, it is 2500 GP, etc. At low levels, you may not be finding many of those enchantments, so not a big deal. Map camping is probably a different problem - I'm not sure it can really be solved as it relates to loot. > >> I don't know if the problem is so much the amount of loot, or more the >> lack to spend it on anything. >> >> I know there are some exceptions - guild houses go up for auction, and >> you can spend lots of money if you want your apartment a big bigger or >> quick exits to different maps. But even many of those are one time upfront >> costs. >> >> At some point in my adventuring, I just don't find anything in the shops >> to buy very often - I've gotten all the spells, the likelihood of actually >> finding any decent items in the shops is low. So that money just piles up. >> >> I think that is really the problem - unless there are more useful ways to >> spend money (needed for adventuring gear) it just accumulates. > > Many things can be thought of. Apartment rent. Weapon/armor reparation. > Potions to buy, or ingredients. Or lessons to level up or improve a skill. Yep - many of those would need more discussion to sort out details. I think potions would be one area with new combat that are more usable. Pricing them is key - I think in the past, some potions, while useful, were so expensive for what you get that it isn't worth it. A magic power potion could be an example - getting back all your mana instantly can be nice, but how much value is there to it if you can just step to the previous map and wait 10 seconds? It may also be that potions based more on effects that last - the fire resistance ones are good example - those are valuable, but no found often enough in shops. But other cases would be instead of something just giving you back a bunch of mana or hp, increasing the regeneration of those for say 5 minutes could be quite useful, and something players might consider worthwhile. I think finding/making things for players to buy may be one of the easier aspects of the game. But I was thinking about the general loot factor, and had some other quick thoughts: - There isn't any standard for what is appropriate treasure. The map making guide says something along the lines of treasure appropriate for difficulty. But what the hell does that really mean? Likewise, if I make up a new monster, what is appropriate treasure for it? - Even within existing monster archs, treasure isn't consistent - humanoids generate a lot of treasure (orcs, goblins), where other stuff doesn't. This means that from a player point of view, you go to where that treasure is - you'd rather fight orcs than birds because of that treasure difference. This could be fixed in a few ways - while humanoids still need some number of items for their attacks (like bows, etc), it doesn't mean that they are things that the character could get - one could say that the vast majority of those items are worthless crap and have no value (a club is just a stick someone picked up after all). So now instead of every orc dropping a pile of stuff, maybe every 4th orc drops one item type of thing. Drastic reduction in treasure - it also means that when you do get something, it is at least a little bit more exciting. > >> How do you handle dungeons? Once someone does the goblin quest map, no >> one can ever do it again (who is going to repopulate it with monsters, etc) > > Have some algorithm regenerate the map at some point, in a different shape? > Mostly, make the world dynamic, with population variations and such (you > trashed many orcs? hard for them, not many to see around - will become again > visible later on). I guess it depends on what problem is trying to be solved here. Most games have maps that are repeatable at some level or another - simply because otherwise you need a huge set of maps. And as a new player, I'd get turned off pretty quickly if I logged in, and have a list of a few beginners dungeons I could explore, only to find that they have all been cleared out. > > I think one current aspect of the game is 'everyone wants to be a hero'. If > we > want to keep this, of course we need to level up or such. If on the other > hand we want something else, then maybe not everyone needs to be a hero :) As per note a ways above, depends on the type of game. My personal thought is that in an RPG, everyone _can be_ a hero. It doesn't mean you have to play that way - if one wanted to play a low key character who goes and makes items, that is fine. But I think we also need to identify what the core focus is. I think I'd prefer a game that is more limited in what you can do (say is much more hero orientated) but does a good job at it vs a game that lets you do a much of different things (Be a farmer) but doesn't do a very good job at any of those. Reason? If I'm going to choose to play something, I'll choose the one that does the best job at it. If there is some game that is really good on the non heroic stuff about farming, and I wanted to play a farmer, I'd probably do it on that game vs a game which doesn't do a very good job. Simply on the basis that the game that does a really good job is probably more interesting to play. Now crossfire could be really good in many different areas. But that is also many different areas that then need work, balance, improvement, etc. And there has to be enough demand of that feature to warrant that work as well as ongoing maintenance. If we had farming code, and virtually no one used it and it had various bugs, we'd probably just pull that code rather than try and fix the bugs. > > > > One other point that was briefly discussed on the list: currently we lack a > content and gameplay leader (not necessarily the same person, but well, maybe > easier). > Basically we need someone who can drive the game in some direction, and > decide > things ("yes, those maps are great, accepted", "could you add some more > background story, please?", "no, those maps don't feel at all the spirit, > rejected", "this item is too powerful and needs adjusting"). > > I'll admit I don't really feel qualified for this role, as I'm not totally > sure of what I want the game to be :) > (but I could think of some things). > But IMO we definitely need someone, else we'll just not go anywhere, the game > will be a disparate assembly of various parts without coherence. I agree with that. Driving work forward is hard - IMO, the person doing the driving also has to do a fair amount of work. I think figuring out the direction isn't that hard - we've done things like that before. The hard part is actually seeing the work through. _______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire