Re: [crossfire] What about a gameplay revolution?

2008-12-15 Thread Nicolas Weeger
   If the human players were spending bunch of time doing calculations (like
 in live action games), then simplifying such things may make more sense.

That is the point, I think: a fun game isn't a calculation game. So why put 
calculations we don't need? :)

   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 hackslash aspect, 
make the game more strategic, have more time to think about what you want to 
do next.

   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.

Then that needs to be fixed :)

   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)

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.


   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.

   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.

   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).

   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.


Yes, there's the party issue. IMO we should improve a lot how party work, to 
make it funner too.



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 :)



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, 

Re: [crossfire] What about a gameplay revolution?

2008-12-15 Thread Mark Wedel
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 hackslash 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 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)
 
 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 

Re: [crossfire] What about a gameplay revolution?

2008-12-15 Thread Mark Wedel
Andrew Fuchs wrote:
 2008/12/14 Nicolas Weeger nicolas.wee...@laposte.net
 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.
 
 Possibly use visual indicators either in-game or on the player's hud.
 An example for slowed movement would be a limping animation.

  Yep - many games also use small icons to denote effects (both good and bad) 
with some form a pseudo stat bar to denote duration.  Putting that type of 
logic 
in probably wouldn't be that hard.

  For most all effects, once the effect starts, the duration is constant, so it 
would only need to be communicated to the client once.  There are ways to end 
the effect prematurely, but in that case, just need some way to say 'this 
effect 
is now ended'


 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 :)
 
 If a player has already completed the dungeon and enters it alone,
 alter the later parts of it to show that it has already been
 completed. If they enter with a party and leave the dungeon with
 artifacts they already have (we would need to implement some type of
 item tracking system) add 'defects' to the newly obtained artifacts.
 These defects would make the artifacts break and become less
 effective.

  This starts to get pretty tricky, as I can quickly think of various ways this 
can be circumvented (if in a party and one of the other party members picks up 
those artifacts and then gives them to another player later on).  There are 
probably ways to try and prevent that, but I'd be cautious of adding anything 
that may reduce player interaction (trades in this case)

  I think the problem that is trying to be solved needs to be identified, if 
there is a problem - there may be simpler ways to fix it.  One could pretty 
simply put in certain force objects into the character to denote they've 
completed that dungeon (or maybe even just how many times they have been in 
it), 
and also prevent characters from entering if they've done it too often, etc.


 2008/12/15 Mark Wedel mwe...@sonic.net
   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.
 
 An automated system that would allow a server administrator to charge
 a rent or tax on guild houses would be nice. Possibly allowing
 granular, per region, configuration. Rent for apartments could be
 charged, but we would need to implement a system that would allow
 players to recover items (except for built customizations) left in
 their inaccessible apartments.

  Guild house rent makes a lot of sense, since the guilds are supposed to be 
active, and if they are not, they should default on the rent and someone else 
buy the guild house.

  Apartments are perhaps trickier - do you base rent on amount of time the 
character is played, or real world earth time?   And the rent has to be such 
that characters don't create secondary bank characters, etc because the rent is 
too high, and if it is too low, doesn't have much affect on getting money out 
of 
the game.

 
 Another idea is if a player's items occasionally need to be repaired.
 Requiring that powerful artifacts be maintained after some use or
 time, potentially by very skilled and expensive craftsmen, would give
 higher level players a use for their money. Consideration should be
 taken for lower level players, who might come to depend on artifacts
 which where donated to them. Done possibly by weakening the artifact
 to a point where it is of little use to higher level players, but
 still valuable to players at lower levels.

  This has been discussed many times.  I've played some games that have such a 
system - in many cases, it can just end up being more annoying than anything 
else.

  That said, coming up with such a system may not be hard.  Off the top of my 
head, each item could have some type of