[crossfire] What about a gameplay revolution?

2008-12-14 Thread Nicolas Weeger
Hello.

Here are some propositions to make CF a different but hopefully funnier 
game :)

1) Don't give out stats to players. Don't give HP/SP/GR/ whatever. Only give 
hints about the health (you feel very bad, you bleed a lot) and such 
things (with great effort you take the armor, but fall on the ground trying 
to put it on)
Rationale: we're doing a game, not some financial computation. Also, players 
should feel whether they are ready to tackle dragons or are doing damage to 
an opponent, not merely check stats.
Of course, internally, the game could (should) still use numbers/stats.

2) Make attack/defense and other things just numbers with the rule the higher 
the better. Attack 50 vs defense 50 = 50% chance to hit (or something like 
that). No is it wc which is better lower, or ac?). In the same way, make 
weapons +1 just give some attack bonus, that's all.

3) Don't give so many powerful items. Have players actually create such items, 
with difficulty, so they need to take time (or buy it from other players). 
Makes a craftmanship or even alchemy skill much more interesting.
Want a sword with fire damage? Go find a rare stone of fire or harness the 
power of a volcano to make such weapon.

4) Reduce loot a lot. Don't put chests everywhere just waiting to be opened. 
Have stuff randomly grow on trees or plants, fish from sea, mine ore to build 
items, find stones to build buildings, whatever.

5) Remove map reset. A player destroyed a map? Well, another needs to rebuild 
it ingame - or let an NPC do it. That costs money and time, that's fine. And 
no need to rebuild it the same way :)


Just some random thoughts.


Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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Re: [crossfire] What about a gameplay revolution?

2008-12-14 Thread Kevin Bulgrien
 Hello.
 
 Here are some propositions to make CF a different but hopefully funnier 
 game :)
 
 1) Don't give out stats to players. Don't give HP/SP/GR/ whatever. Only give 
 hints about the health (you feel very bad, you bleed a lot) and such 
 things (with great effort you take the armor, but fall on the ground trying 
 to put it on)
 Rationale: we're doing a game, not some financial computation. Also, players 
 should feel whether they are ready to tackle dragons or are doing damage to 
 an opponent, not merely check stats.
 Of course, internally, the game could (should) still use numbers/stats.

The idea has merit as there are definite aspects of the game that could use
this sort of thing.  One might ask oneself if adventure/role players are more
feel/mood oriented as opposed to numbers-oriented.  I'd be surprised if the
answer came back that role players typically prefer environment to the point
of removing numbers.  (And sure, CF does not have to be one more of the same
kind of game, but the numbers do personally help me play the game to the
point where if they were gone I would personally get frustrated with the game.) 
 
On the other hand, I suspect that crowd would find feel/mood/environment
content a big plus.  There is no doubt improvement on these feel hints would
have a positive effect, and that this would be a good point to work on in the
early stages.
 
 2) Make attack/defense and other things just numbers with the rule the 
 higher 
 the better. Attack 50 vs defense 50 = 50% chance to hit (or something like 
 that). No is it wc which is better lower, or ac?). In the same way, make 
 weapons +1 just give some attack bonus, that's all.

This seems more workable than removing the numbers altogether.  I rarely know
what these numbers do anyway, and personally do already prefer the simplicity
of higher is better.  On the flip side, what does it hurt to have the formula
generally known outside of the game?

 3) Don't give so many powerful items. Have players actually create such 
 items, 
 with difficulty, so they need to take time (or buy it from other players). 
 Makes a craftmanship or even alchemy skill much more interesting.
 Want a sword with fire damage? Go find a rare stone of fire or harness the 
 power of a volcano to make such weapon.

So many powerful items is not something I have experienced, but, I do
find that the unlimited map replay in CF is annoying. (Plug for feature
request on limiting, but not eliminating replay).  I am in support of
finding a reasonable way of to do this (replay/limit powerful artifacts),
but I do think that the restrictions should not completely eliminate
replay, especially when large periods of time elapse between playing
spurts.  I personally love the fact that I can come back to CF after
months and optionally start over playing long sequences that take many
hours of gameplay.  I am not in favor of making CF a game where you must
burn 100's of hours to gameplay to attain anything cool.  That said, the
idea of using craftsmanship and ingredients is welcome.  I personally
never played with alchemy, but have found games that concentrate on
resource collecting and craftsmanship have been fun.

Note that care needs to be taken... the royalty quests in Scorn tend to
be a bit too vague on how to get to the next stage.  Not that I am at all
a typical CFer, but I've never gotten to the Dragon Lord quest, and the
ones before that are way too hard for those not familiar with smallworld.

 4) Reduce loot a lot. Don't put chests everywhere just waiting to be opened. 
 Have stuff randomly grow on trees or plants, fish from sea, mine ore to build 
 items, find stones to build buildings, whatever.

I am certainly in favor of the later proposition.  The prior is unclear.
People seem to think that loot is too prevalent in CF, and this is a mystery
to me.  I NEVER have enough money in CF, but I also have never gotten higher
than lvl 30 something.  When I was that high, the bigworld reset killed that
character, and since then I have never broken 30.
 
 5) Remove map reset. A player destroyed a map? Well, another needs to rebuild 
 it ingame - or let an NPC do it. That costs money and time, that's fine. And 
 no need to rebuild it the same way :)

No.  Replay limits instead (penalty to loot/experience to the point where if you
replay enough, there is absolutely no value to the map except exploration and
taking in the scenery).  I don't care if there are maps that work the way this
is described, but it should not be the norm.  This smacks of being a playground
for people to spoil the game for other people.  I see no good reason to make CF
a game where the first guy there is the only one who can play the game at the
expense of everyone else.

 Just some random thoughts.

Good thoughts as usual!

-- 
Kevin Bulgrien kbulgr...@att.net

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Re: [crossfire] What about a gameplay revolution?

2008-12-14 Thread Mark Wedel
Nicolas Weeger wrote:
 Hello.
 
 Here are some propositions to make CF a different but hopefully funnier 
 game :)

  I'm thinking that was funner, not funnier - but more humor in the game 
wouldn't hurt :)

 
 1) Don't give out stats to players. Don't give HP/SP/GR/ whatever. Only give 
 hints about the health (you feel very bad, you bleed a lot) and such 
 things (with great effort you take the armor, but fall on the ground trying 
 to put it on)
 Rationale: we're doing a game, not some financial computation. Also, players 
 should feel whether they are ready to tackle dragons or are doing damage to 
 an opponent, not merely check stats.
 Of course, internally, the game could (should) still use numbers/stats.

  I generally like being able to quickly glance at my stats and see how I'm 
doing.  If I need to carefully look through messages to know if I'm about to 
die, that probably makes things less fun for me, not more.

  If the human players were spending bunch of time doing calculations (like in 
live action games), then simplifying such things may make more sense.

  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).

  I'm also not sure if removing stats would help out in your dragon example - 
the real problem in many cases when you first go to fight something is no idea 
how powerful it is.  In many cases tough monsters can be found in areas with 
much weaker monsters.

 
 2) Make attack/defense and other things just numbers with the rule the 
 higher 
 the better. Attack 50 vs defense 50 = 50% chance to hit (or something like 
 that). No is it wc which is better lower, or ac?). In the same way, make 
 weapons +1 just give some attack bonus, that's all.

  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 ADDv1 version of THACO/AC (or so 
I believe).  I'll note that ADDv3 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)

 
 3) Don't give so many powerful items. Have players actually create such 
 items, 
 with difficulty, so they need to take time (or buy it from other players). 
 Makes a craftmanship or even alchemy skill much more interesting.
 Want a sword with fire damage? Go find a rare stone of fire or harness the 
 power of a volcano to make such weapon.

  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)

 
 4) Reduce loot a lot. Don't put chests everywhere just waiting to be opened. 
 Have stuff randomly grow on trees or plants, fish from sea, mine ore to build 
 items, find stones to build buildings, whatever.

  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.

 
 5) Remove map reset. A player destroyed a map? Well, another needs to rebuild 
 it ingame - or let an NPC do it. That costs money and time, that's fine. And 
 no need to rebuild it the same way :)

  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)

  One could perhaps make more of the maps persistent on a per player basis 
(basically store them as per unique maps).  So each player could only complete 
certain maps once.

  What I don't know how to do in that cases is parties where someone has done a 
map and other folks haven't (or suppose it is a big party, and several folks 
have explored a map to some degree).  Clearly parties should be able to explore 
the same map if they wanted to.


Re: [crossfire] What about a gameplay revolution?

2008-12-14 Thread mail-lists+cfdev
On Sunday 14 December 2008, Kevin Bulgrien wrote:
[...]
  3) Don't give so many powerful items. Have players actually create such
  items, with difficulty, so they need to take time (or buy it from other
  players). Makes a craftmanship or even alchemy skill much more
  interesting. Want a sword with fire damage? Go find a rare stone of fire
  or harness the power of a volcano to make such weapon.

 So many powerful items is not something I have experienced, but, I do
 find that the unlimited map replay in CF is annoying. (Plug for feature
 request on limiting, but not eliminating replay).  I am in support of
 finding a reasonable way of to do this (replay/limit powerful artifacts),
 but I do think that the restrictions should not completely eliminate
 replay, especially when large periods of time elapse between playing
 spurts.  I personally love the fact that I can come back to CF after
 months and optionally start over playing long sequences that take many
 hours of gameplay.  I am not in favor of making CF a game where you must
 burn 100's of hours to gameplay to attain anything cool.  That said, the
 idea of using craftsmanship and ingredients is welcome.  I personally
 never played with alchemy, but have found games that concentrate on
 resource collecting and craftsmanship have been fun.
[...]
  5) Remove map reset. A player destroyed a map? Well, another needs to
  rebuild it ingame - or let an NPC do it. That costs money and time,
  that's fine. And no need to rebuild it the same way :)

 No.  Replay limits instead (penalty to loot/experience to the point where
 if you replay enough, there is absolutely no value to the map except
 exploration and taking in the scenery).  I don't care if there are maps
 that work the way this is described, but it should not be the norm.  This
 smacks of being a playground for people to spoil the game for other people.
  I see no good reason to make CF a game where the first guy there is the
 only one who can play the game at the expense of everyone else.

I've got two thoughts here myself.  

For one thing, the fact that an item can be labeled with a blanket powerful 
or not powerful may be part of the problem.  It might be beneficial to look 
at ways to make items more useful outside of the context of big numbers, hard-
to-defend-against damage types, and hit points.  

As for map resets: it would obviously take a fair amount of additional new 
code, but perhaps a type of map that grows or develops naturally might be 
introduced.  If something vaguely resembling the AI code for a resource 
based RTS game were implemented, computer generated groups could take over 
cleared areas and redevelop them.  One might wipe out a Kobold warren, and 
then come back not long after and find some kobolds had come back and started 
rebuilding (adding new tunnels and rooms in the process).  Or that Orcs had 
come along and taken over instead.  Or that the ramshackle village of bandits 
hidden in the woods that was cleared out previously has now been taken over by 
undead cultists...

It might even be feasible to have map-makers predefine who the first few 
groups running the map will be (e.g. predefining that lizard-people are 
waiting to move in once adventurers kill off the dragons in the cave).

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