Re: [crossfire] [ 1876788 ] Doubled characters in GTK clients (closed)

2008-12-21 Thread Nicolas Weeger
 Whomever builds the Windows client might want to rebuild a new
 snapshot.

Done and published.

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

___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire


Re: [crossfire] Release 1.12

2008-12-21 Thread Juha Jäykkä
  (Maybe there should be a vote on rolling back / not merging the rebalance
  changes.  Personally I love them.  But I've seen some people claim
  they're not finished enough for release.)
 Given that we don't have anyone wishing to coordinate content and maps and
 make them coherent and fun, I have no intention to do massive changes to

Two things. First, I'd like to coordinate, but I don't feel like I'm enough of 
a member of the community here.

Second, I'd like to see a short review of the differences between branch and 
trunk before voicing an option on what Lalo proposed. Also, I thought the 
rebalance stuff would eventually be getting to whatever 2.0 will be - i.e. 
even with the latest discussion about future development, the rebalance would 
still be there. I think the rebalance was a good thing and should not be 
killed off.

-Juha

-- 
 ---
| Juha Jäykkä, juo...@utu.fi|
| home: http://www.utu.fi/~juolja/  |
 ---


signature.asc
Description: This is a digitally signed message part.
___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire


Re: [crossfire] What about a gameplay revolution?

2008-12-21 Thread Juha Jäykkä
   That's a bit different game.

I agree: I'd like to see CF stay an RPG with major hack and slash content. The 
amout of HS might be too high at the moment, but I do not think that's 
because of HS, but lack of other content - so we come back to content again. 
Personally, mining for diamonds instead of fighting for them in order to use 
them in making a ring might be more interesting. Also, making almost anything 
with alchemy, jewelry etc is quite difficult unless you have a script which 
keeps on trying. That's bad - beginners don't have scripts. Also, those 
skills increase way too slowly to ever really get above level 10 or so 
(again, without a script). And creating some of the fancier rings, for 
example, at level 10 jeweller...

   The combat rebalancing is slowing down combat, so does give player a bit
 more time to think, which is a good thing.

And let's not waste that effort!

   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.

This is more or less what I proposed a year ago: to define what ingredients 
are required to get, for example, magic resistance +1 to an item. Suppose 
that is an eye of the beholder (I'd like to see some logic in this so players 
might guess that an eye of the beholder, a monster with 100% magic 
resistance, might come handy in crafting stuff to grant magic resistance). 
Now, you might need 1 eye to get +1%, 100 eyes to get +10%, and 1 to get 
full immunity (if that's even possible), so it becomes progressively harder 
to get higher resistances. Or exceeding +10% might even need some other 
ingredient as well or what ever. But these ingredients should be the same for 
rings, swords etc. Of course, then we need also the rign or sword itself. 
That, too, might be crafted by the player - perhaps level 1 jeweller can 
craft a ring which can consume 1 ingredient (not ingredient type: just one 
single eye of the beholder), level 2 can craft a sword which can consume 5 
ingredients etc (or whatever progression we wish). And then nice XP from 
crafts, too, so they actally do increase in levels, too.

 is just a stick someone picked up after all).  So now instead of every orc
 dropping a pile of stuff, maybe every 4th orc drops one item type of thing.
  Drastic reduction in treasure - it also means that when you do get
 something, it is at least a little bit more exciting.

I prefer the realism of orcs dropping whatever they were using in the combat, 
even though it creates lots of loot. For orcs, this probably is not a problem 
either, since 99.9% of orc-loot becomes worthless very quickly. The same is 
true for most, if not all, currently generator-produced creatures: they 
rarely carry anything magical (except pixies and vampires). The fact that 
fire (if used) burns some of this loot helps somewhat with the excess, but 
otherwise I don't think it's a problem.

Excess loot only becomes a problem when you go kill titans, death knights and 
such, but the rebalance probably reduces their numbers so drastically that 
there should be no problem there either. Besides, I *still* have never seen 
many of the higher power stuff, like Rings of Power (not pow +somthing, 
but the Three Rings for the ... and the Ruling Ring as well). And I've 
searched and searched...

Also, making extra archetypes like broken shield (or the 0-100 condition 
scale discussed elsewhere) might be realistic for loot dropped by dead 
creatures: if you just smashed an orc with a morning star, chances are its 
plate mail is not in prime condition any more; likewise for other stuff, too. 
So make them drop smashed items. Shops won't pay for them, the player may fix 
them, but since these would be normal items (magic will of course vanish if 
item is broken), repairing them is probably not what most players want to do.

   And as a new player, I'd get turned off pretty quickly if I logged in,
 and have a list of a few beginners dungeons I could explore, only to find
 that they have all been cleared out.

I rather liked what was proposed earlier: that monsters would gradually return 
to dungeons, map areas etc. That would give an added feeling of realism, 
would solve problem with cleared out maps and might even give a surprise 
every now and then, like the place which was infested by kobolds for years, 
and to which kobolds returned eventually no matter how many times they were 
cleared out, would suddenly, after latest clear-out, become infested by 
goblins, for example.

A related question: is there something preventing us from profiting from the 
work done at forks of cf? It seems some of them already have some of the 
features we 

Re: [crossfire] Release 1.12

2008-12-21 Thread Lalo Martins
quoth Nicolas Weeger as of Sat, 20 Dec 2008 13:22:50 +0100:
 
 Given that we don't have anyone wishing to coordinate content and maps
 and make them coherent and fun, I have no intention to do massive
 changes to the code, so that question is probably rhetoric :) (unless
 someone else feels like doing such work, obviously)

That's not true... I thought gros was going to do that... if he won't for 
some reason I already said I'll volunteer too.

best,
   Lalo Martins
-- 
  So many of our dreams at first seem impossible,
   then they seem improbable, and then, when we
   summon the will, they soon become inevitable.
   -
  http://lalomartins.info/
GNU: never give up freedom  http://www.gnu.org/


___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire


Re: [crossfire] Release 1.12

2008-12-21 Thread Nicolas Weeger
  Given that we don't have anyone wishing to coordinate content and maps
  and make them coherent and fun, I have no intention to do massive
  changes to the code, so that question is probably rhetoric :) (unless
  someone else feels like doing such work, obviously)

 That's not true... I thought gros was going to do that... if he won't for
 some reason I already said I'll volunteer too.

Yann dropped the project. And I didn't know you volunteered :)

To be clear, let me yet again say what I mean by content leader: someone who 
gives the overall gameplay style (fast combat? strategy? much loot?), the 
overall content (medieval fantastic? futuristic?), is willing to decide 
(arbitrarily if needed - and assume this decision against flames sure to come 
by) whether maps fit or not in the game, ensures background stories 
are correct globally, probably sort out gameplay-related feature requests 
and things like that.
To be honest, not some fun part, I'm afraid, but something requires IMO to 
ensure a correct game experience.
(and not saying the content leader must do everything alone - of course other 
people can help, but the content leader is ultimately responsible for the 
global vision of the game)


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


signature.asc
Description: This is a digitally signed message part.
___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire