> That was my thought - make Cha relevant for some things, like paralyze, > slow. I'm not sure about poison (if you are poisoned and it is interfering > with the body functions, not sure what willpower could do). > > However, one could also add some new abilities - for example a beserk > type attack mode (faster, do more damage, etc), but duration is based on > Cha or something - basically the idea is that you are pushing your body > (or mind for perhaps some spell related ones) beyond the point where most > people would just quit.
Maybe, then, "Cha" could be renamed to "Willpower", or something like that, to better reflect such uses. Nitpick :) "you impress your enemy so much it forgets to try avoiding your attack and gets hit with a critical attack" > That was sort of related to my idea in the skills discussion that > character get certain bonuses to their attributes at certain levels. It > is really a semantic difference between the skill giving a +1 to dex, or > giving the character a real stat increase. > > Also possible that maybe grant stat point in associated skills - eg, for > combat, could be str, dex, con attributes (player choice), and for magic is > is pow, int, ws, etc. Or something like 'each successfully cast spell gives you a 0.0001% chance of improving your Wis' - for hardcore playing characters, they'd have some increase. > That makes a lot of sense - it also means a high level character can't > give a new character a pile of potions to get 30 stats. Another option is to have potions at the end of a quest, given by a NPC specifically for you, no one else can use it. > It would probably be nice for stat potions to be very rare - they are > hardly common now (IMO), but I think some of the issue is that at some > point, players don't have a lot of use for them (stats are maxed), so they > just get piled up. I wonder if there was always potential for characters > to improve their stats if that would effectively reduce the seemingly high > numbers of them. Make them alchemy-only items, with rare ingredients and high level requirement? > It's a tricky balancing point - if the percent was 1% of it working, then > folks probably wouldn't take those odds. > > But I think the real fix is to reduce the frequency - make them really > rare. > > Or maybe do something like potions of life - have different level > versions? So you have a less stat improvement potion, that works for the > first 10 improvements, a moderate one for the first 20, etc, with the top > one (unlimited stats) being incredibly rare? Yes, a level range, why not. > While I'm not a fan of grinding, if players want to do it, I don't have > issues with it. Neither do I. But historically Crossfire is mostly that, so there's an unbalanced biais :) So trying now to fix it isn't too bad an idea, IMHO ;) > However, I think there is a somewhat fine line there - hopping around the > world to do all the quests and get cool rewards is really just a different > form of grinding - sure, the player is not hitting the same map over and > over. Yes, but it's not the same as doing the 5894th time Raffle - if there are enough things to discover and such, that should be mostly ok. > I also note that grinding, going deep into random dungeons, or other non > general quest stuff really needs to be part of crossfire, and there should > be some rewards for it. Simply put, I'm not sure if we could keep making > enough quests with custom rewards to satisfy demand. So I wouldn't want > every good item to be a quest reward - some might just be things you find > in random treasure - it might be incredibly rare, and it should be core to > the game, but if a player really wants it, he doesn't have a lot of choice > but to basically grind. Sure, no issue with that for me. > Yep - there are lots of different possibilities here - if we go this > method, it will be an exercise to come up with all these different > abilities But a fun challenge to imagine weird things :) > Yes - I suppose effect of trying to use an item with lack of ability > could depend on the item itself (maybe for weapons, it is reduced damage, > etc) Will need to get defined. Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org
signature.asc
Description: This is a digitally signed message part.
_______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire