Re: [crossfire] Plan to commit combat changes to trunk

2008-01-03 Thread Nicolas Weeger
   I've been playing with the rebalance of melee combat for crossfire for a
 while, and while not 100% done, I think it is complete enough to warrant
 committing it to the trunk and hopefully getting more exposure.

   Now for folks running trunk servers, while the change will not cause
 anything to actually break (or it shouldn't), it will cause a change in
 game play, so folks may find combat tougher.

Gonna be hard on permadeath servers :)

   I have also limited the generators, via arch change, to only generate 5
 monsters before the generator dies.  I'm sure some maps need updating -
 that 5 monster limit is actually a pretty good compromise - it tends to
 fill up those empty dungeons that rely on generators to fill them up, but
 also keeps monsters at a reasonable level.

That's a major change, though. Many maps, especially some training centers or 
Gorokh's final map, actually rely on illimited generators. So maybe that 
should not be committed for now, or made optional for map designers to 
decide.

   I could do all this work in a branch - I'm just don't think that is
 really worthwhile - the main point of the trunk is to work on the big
 projects like this.  I'd say that where things are now, it has moved beyond
 expiremental code to code that will be used, but some more work is still
 needed.  I'll start another thread about future changes for balancing.  But
 I'm willing to discuss, and for folks to see this as a heads up if you are
 running a trunk server.

Agreed, trunk is for big changes...

Nicolas
-- 
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l'aléatoire !]


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Re: [crossfire] Next release

2008-01-03 Thread Nicolas Weeger
Le lundi 31 décembre 2007, Mark Wedel a écrit :
   Had mentioned several months back I was going to do a new stable release
 in the near future.  Between getting sidetracked and waiting for some
 changes to get put back, I never got around to making a release.

Hopefully there will be a Windows release, last tests show everything work as 
intented, just need to ensure all DLLs are packed as needed :)

Client has metaserver2 support, and server should too when I get the time 
(unless someone else does it before, of course ^_-)

Nicolas
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l'aléatoire !]


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Re: [crossfire] Balance changes

2008-01-03 Thread Juha Jäykkä
 Having the action take a long time would just be perceived as lag, and
 so should be avoided if at all possible.

Brewing potions (or beer!) could easily have a time lag: it takes time for the 
stuff to brew. BUT it does not mean the player should stand immobile: the 
player should keep the forge hot while the steel is heating etc. Hammering 
the blade into shape DOES take some time, but if we make the preparations 
time consuming (without making the player immobile), the balance can be 
achieved without making the hammering last too long. This has two advantages: 
scripting does not make it any faster and it is realistic (except for the 
hammering-takes-no-time-part, which is game-technically required so that 
players don't think it's lagging or get bored): it takes some time to heat a 
forge, it takes some time for the metal to heat up etc.

 Adopting a similar system to the one used by rods now to prevent
 overuse may be most appropriate.

I have never created a rod. How does this happen?

-Juha

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Re: [crossfire] Plan to commit combat changes to trunk

2008-01-03 Thread Mark Wedel
Nicolas Weeger wrote:
   I've been playing with the rebalance of melee combat for crossfire for a
 while, and while not 100% done, I think it is complete enough to warrant
 committing it to the trunk and hopefully getting more exposure.

   Now for folks running trunk servers, while the change will not cause
 anything to actually break (or it shouldn't), it will cause a change in
 game play, so folks may find combat tougher.
 
 Gonna be hard on permadeath servers :)

  Hence the warning.  May not be a bad idea for server admins to make a backup 
of the player files, just in case.

 
   I have also limited the generators, via arch change, to only generate 5
 monsters before the generator dies.  I'm sure some maps need updating -
 that 5 monster limit is actually a pretty good compromise - it tends to
 fill up those empty dungeons that rely on generators to fill them up, but
 also keeps monsters at a reasonable level.
 
 That's a major change, though. Many maps, especially some training centers or 
 Gorokh's final map, actually rely on illimited generators. So maybe that 
 should not be committed for now, or made optional for map designers to 
 decide.

  So maps themselves can always override it.  This is just the basic archetype 
property.

  Now folks could use the old archetypes, disable that section of code, etc. 
However, I think the better answer is to run with the new archetypes, see what 
is broken (or needs to be adjusted) and fix it.  That needs to get done sooner 
or later, so may as well do it sooner.


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Re: [crossfire] Balance changes

2008-01-03 Thread Mark Wedel
Nicolas Weeger wrote:
   While I haven't adjusted bow combat, from the basic uses I've done so
 far, it seems to be somewhat reasonable - the fire/kill rate is somewhat
 close to to melee - big advantage is that you're not right next to
 creature.  Big disadvantage is you need to carry thousands of arrows about.
  A thought here is to greatly reduce the odds of arrows (at least non
 special ones) being destroyed, so you can at least get back most of the
 arrows you fire (special ones, like the assassinating whatever should still
 be one shot).
 
 Agreed on one shot assassination, but it does need to do real extra damage, 
 else no need for them - I'd rather carry/make 3 regular arrows than take the 
 time to find all ingredients for a special one!

  I think many recipes may be too hard (or do not generate enough of an item) 
for the ingredients required - that is certainly another balance issue there - 
alchemy has never been balanced, it should be done.  But that isn't quite as 
main part of the game as say magic and fighting is, and is also balance in a 
different nature (difficulty of ingredients, difficulty of recipes, etc)


 4) Related to this, better version of low level spells can be put in the
 game. At level 10, maybe give out 'medium bullet' type of thing, which
 costs more than the small one, but does more damage and also scales up to
 higher level.
 
 Please, no.
 No small fireball, medium fireball, large fireball, extra large 
 fireball, xxx fireball, mega fireball, guaranteed most powerful 
 fireball.
 I'd rather have just damage/range gain for levels.

  Just doing damage/range gains per level may be workable with the revised 
monsters.  In the past, that didn't work when a first level monster had 20 hp 
and the level 20 monster had 2000 - there just wasn't any good way to scale up 
the damage on the spell properly.  But it is probably too early to really say 
if 
that is the case.

  But the other issue with different versions is a mix of area vs damage.  The 
bolt vs cone is simplest example - for any given space, a bolt does more 
damage, 
but the cone hits many more spaces, and its total damage potential is probably 
higher.

  For things like bolts and cones, scaling up is pretty straight forward.

  For exploding balls, this is less clear cut.  It is very possible that in 
some 
circumstances, I want a fireball that explodes in a relatively small radius but 
puts a good amount of damage in that radius (imagine targeting one creature). 
However, there are other cases where maybe I want it to hit a quite big radius, 
but am willing to have it do less damage for any given space.

  One can come up with some form of control language (cast fireball radius=3, 
dam=15, duration=8) type of thing, but at minimum, that would need some form of 
interface on the client.

  The harder part IMO is trying to sort that out on the server side.  It is 
fairly straight forward to say 'a fireball of radius=3, base damage=20, 
duration=5 cost X sp' and 'a fireball of radius=6, base damage=10, duration=6 
costs y SP' an balance out those SP or other values.

  It is much harder to do that formulaicly and have good values.  The issue 
isn't as much players choosing values that are not effective (spell costs 100 
mana and doesn't do a whole bunch), the greater potential problem is the 
reverse 
- player seeing that they can minimize (or maximize) certain of those variables 
and effectively get very effective (in terms of damage/mana) spells for certain 
situations.

  Now the morrowind/oblivion commercial game had a way to make custom spells, 
but from my experience there, the custom spells the player could make would 
cost 
a lot more mana than the pre define spells in the game (probably for that same 
reason - it is resorting to some simple formula to figure out cost).

  Crossfire could of course do the same thing, that basic low level fireball, 
when cast a high levels, results in a big fireball with lots of damage, but the 
player could limit its damage or affect, and get some savings in mana cost (but 
done in such a way that the cost savings are not really good).

  But I'm also not sure if a few different varieties of the spells are a bad 
thing.  Sure, 10 varieties of fireball is bad, but I'm not sure if 3 (small, 
medium, large).

  I think some of the problem with number of spells is just spells get added, 
like 'wouldn't it be neat to have a lightning ball' type of thing.  There are 
lots of attacktypes, so one could make a huge number of spells, and I think 
some 
serious pruning may be in order when spells are redone.

 
 
   I've also had some thoughts on other classes:
 Thief/Rogue - crossfire doesn't really have much like this.  One thought to
 make this a more viable class is to remove the search and disarm traps from
 other classes - most game systems does not allow a mage to disarm traps. 
 This doesn't help as much in standalone, but helps in party play (having
 that thief to find and 

Re: [crossfire] Balance changes

2008-01-03 Thread Mark Wedel
Anton Oussik wrote:
 Yes, fair enough. Some spells today are already improvements of older
 versions though, e.g. the snowstorms, so you already have a bit of
 chasing higher version of a spell around. Perhaps it is a question
 of striking the right balance between having too many similar spells
 of different levels and too few spells to encourage progressing.

  But current system, those are distinct spells, and not upgrades.  When you 
learn medium snowstorm, you still have small snowstorm available.

  There are two real effects of this - if you lose a level, you may not be able 
to cast medium snowstorm, but you still have the small snowstorm you can cast, 
since they are distinct spells and not an upgrade.

  It also means that for any given spell, there is still just one spellbook.

  I personally don't think having too few spells would discourage progressing 
so 
long as the spells you have get better.

  Fighter classes have no spells, you people progress in them because they can 
do more damage, get exp, etc.

  I see the spellcasting skills the same way.  If you learn those first level 
spells and never get any more exp in the spellcasting classes, you're likely to 
find out pretty quickly that those first level spells (or more relevent, first 
level casting level), just doesn't cut it.  Casting a level 1 bullet spell at a 
level 10 monster won't ever kill it, etc.


 
 Having the action take a long time would just be perceived as lag, and
 so should be avoided if at all possible.

  It depends on how it is done.

  If there is a graphic showing the the character working, gives some feedback.

  Likewise, if the player can hit a key and say move, and thus stop what they 
were working on, that also eliminates any perception of lag.

 
 Multi-stage item creation could easily be scripted and may get tedious
 unless exp and possibly money award is sufficient.

  IMO, item creation is only of interest for players that find that type of 
thing interesting.  Some folks find it interesting to play a game, going into 
the forest to chop the wood, bring it back, and spend time making arrows.

  If they do, crossfire should try to provide a way for that to work and for 
them to get exp, and perhaps take part in some way in the game (provide arrows 
for anyone that wants them, etc).

  However, if what you find fun is zapping monsters with spells or killing them 
with a sword, that won't appeal to you, and there probably isn't any way to 
change it that would make it appeal to you - or at least not change it in a way 
that preserves any sort of balance.

  Most anything in the game could get scripted, if someone has the incentive to 
do so.  I don't think there is any real way to prevent that - even something 
like a fatigue system (where you need to refrain from creating an item for some 
time) doesn't prevent scripting, it just slows it down (it means the script 
keeps the character idle until the requisite time passes).

  But in the end, it also comes out to basically the same thing - trying to 
limit how fast a character can do these actions - it can be done by making the 
actions slow, requiring rest period, multiple stages, etc.  I'm not sure what 
the best answer is.



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