On 06/26/11 05:28 AM, Nicolas Weeger wrote:
Hello.


In the code is support for "NEW_MATERIAL_CODE".


Enabling it randomizes the material for many items, leading to proliferation
of items with different materials and properties (more damage to weapons,
different resistances, and such).


Material support is half-written for multiple combinations (iron + paper for
instance), but not totally everywhere.


I wonder whether to enable that (extended material) support by default and fix
issues, or totally remove it.

Leaf did pretty well summarize the issues, but there was another annoyance I found with it:

For most items, the material made very minor difference. So following on Leaf's example, no only would you have 6 different boots of speed (instead of them stacking), but save for maybe 1 point of resistance here or there, or one being a little bit lighter, they were all basically the same.

So you got a lot of inventory clutter for very little gain. And the way the code work, it would find something of 'iron', and then randomize the material for all the things that could be iron. Some materials might make a difference for armor, but not weapons, and vice versa, but the material code itself had no way to restrict that. so you would have 6 times of metal armor, with maybe only one or 2 of the materials being different enough to really care about.

So I would say that the material logic could be removed. If one was to improve it, these are my thoughts:

1) Make it more like the artifact code, where one can restrict it to different items. Thus, a yew bow may be really good, so you would find normal wood bows and the better yew bows, but wouldn't find pine, spruce, etc. OTOH, this starts to look like just another stack of item bonuses, and is it worth it to do it via material instead of just making some bows better and in the description say they are made from yew?

2) Ability to regionalize materials. It might make perfect sense in the area far to the north where only pine trees grow that the vast majority of wooden items would be pine, in a jungle area, bamboo, etc. That would sort of eliminate some of the stacking problem - since you would typically do your adventuring within an area and then go to the shop to sell at once, most of your items would be made from the same local material. But even then, I would have to ask if the changing of materials really gains that much?

_______________________________________________
crossfire mailing list
[email protected]
http://mailman.metalforge.org/mailman/listinfo/crossfire

Reply via email to