Re: [crossfire] Gameplay notes

2010-09-04 Thread Nicolas Weeger
   Maybe, but that can be hard if one still tries to keep within those
 boundaries of the skill - sorcery is a bit easier since many misc things
 can go there, but summoning is trickier - one can add more summoning
 spells, but it may just be that summoning itself is going to be less
 powerful than shooting up a fireball.


For summoning, maybe a fix would be to make base monsters tougher, so they can 
really help the player kill things, and not just hit 2 times before being 
destroyed...
Maybe increase hp a lot, like tenfold?




   Trying to run all ticks at load time would likely create performance
 problems, as now you have to do all that processing at once.  A better
 (and simpler solution) would just be to increase the map swap out time to
 something like 10 minutes - most likely, if a player doesn't return within
 10 minutes, unlikely to do so (or if they do, that is probably still long
 enough any spells/diseases they created have run their course).

For low level diseases like leprosy, it can easily take 20 or 30 minutes to 
kill a monster...
So a player casting that and exiting the map to be safe could not use the 
disease to kill.




   That would also have some performance impact - more memory and cpu time
 to process that map while in memory, but that is probably not a problem
 for most modern systems - the amount of memory systems have has gone up
 dramatically - the cpu one might be more an issue.

I really don't think it'd be that bad, but maybe experiments are in order.
The first step could be to move swap time to a settings, so admins can 
experiment.



Nicolas
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Re: [crossfire] Gameplay notes

2010-09-04 Thread Nicolas Weeger
   Agree on both of those - I think paralyze would be acceptable if the
 duration was much shorter (say for 1-5 ticks) - confusion could perhaps
 last a little longer, but same thing, if it was a short duration, that
 might be OK.

Paralysis can be as long as is it now, provided it isn't used by low level 
monsters.
I mean, a gnome level 6 paralysing (that's now removed) is bad for low level 
players :(
Another option could be to have temporary immunity, like you get paralyzed 
100% of the duration the first time, and if hit in the next 5s only 50%, then 
only 25%.
This would avoid the getting paralyzed when you're paralyzed issue.




   I suppose the fact you need scrolls adds some use for inscription :)

Yes, but that's actually weird - if I'm confused, what's ensuring I'm reading 
the correct scroll? :D




   I also think that there are 'issues' in the way spells also move - it
 isn't like your character has to make one saving through and is set -
 because the way cones move, you probably get hit by the spell many times,
 so are almost sure to be affected.


There could be a small immunity / resistance if you avoid the first time.



   Yes - the amount of damage it does, and/or the fact that there is no way
 to repair them.
 
   I think experienced players know the monsters to look out for and use
 other methods to kill them - but this is probably a real annoyance for new
 players.

Yes, especially for newbies.
Solutions could be to have reparation, but that would downgrade the acid's 
value.
Another option is to use that only on high level maps, or after the player has 
been warned (you smell something acid).



   I've found in many cases, if you have some amount of healing (or
 potentially enough food), you can outlast it that way also.  It really
 depends on how many hp you have when you get hit by it, and how quickly
 you can get to someplace where you want take any damage other than that of
 the poison.


I don't think that's an issue.
Though poison could be made more violent for higher level monsters - like lose 
100 maximum hp and 5 speed, things like that.



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Re: [crossfire] Gameplay notes

2010-09-04 Thread Kevin Bulgrien
 For summoning, maybe a fix would be to make base monsters tougher, so they 
 can 
 really help the player kill things, and not just hit 2 times before being 
 destroyed...
 Maybe increase hp a lot, like tenfold?

I think I agree to this... though I have never claimed to be a games master.
Summoning is unreasonably difficult to use at low levels.  This seems like
a reasonable way to start making it more usable.

Kevin

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Re: [crossfire] Gameplay notes

2010-08-29 Thread Nicolas Weeger
 The current spell stuff isn't great - the split of of one 'spellcasting'
 skill into 4 made a couple of the skills unequal - summoning and sorcery.
 
   I had mulled the idea to redo those skills again - perhaps into fire/air
 (electricity)/water (ice)/earth - not sure if that would be better.  In
 practical terms, probably is, since there would pretty much be damage
 spells for the 4 elements.


Or there needs to be more damaging spells in those skills :)



   Both of those are likely related - any spells/objects which are 'owned'
 by the player (in terms of using get_owner()) are cleared on map save.

That's not necessarily bad, but maybe some workaround could be thought of.
Note that even if the disease was somehow restored, it would have to run its 
course for all missed ticks at once...




   I'm not actually sure how good it would be to restrict certain races from
 various towns - I'm not sure if there are enough about, such that blocking
 out an entire town would remove a lot of play opportunities for the
 character.

I would turn that into a quest.
If you're an undead, and wish to enter Navar, then you need to prove you're 
worthy entering, by doing some chore - go kill bad monsters somewhere?



   My take on Navar having a necromancy tower and that check at entrance is
 that they are related - a necromancer (in that tower) did all sorts of
 terrible things, so they don't want any more about.
 
   I can't remember for sure, but I thought the townhall had a basic 'quest'
 (in the old term of quest in that an NPC tells you it exists) to go remove
 that necromancer/track down that problem.

Time to convert to the new quest system, then :p



Nicolas
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[crossfire] Gameplay notes

2010-08-28 Thread Nicolas Weeger
Hello.

I've been playing on Invidious, so here are some notes and opinions on the 
leveling up and gameplay experience :)


I've been using the following characters:
* Kismar, Fenx, priest, Gorokh ; level 13, praying 12, dam 11, wc 18, arm 39, 
ac -1
* Kaori, dragon, monk, Gaea ; level 56, praying 54, dam 26, wc 6, arm 38, ac 
-20
* Ghusta, wraith, paladin, Devourers ; level 65, praying 60, dam 34, wc 14, 
arm 56, ac -16



Ghusta received some help from Khaleh, to reach level around 10 in many 
skills.


Skill-specific notes
===

One handed weapon (Ghusta)
-

Not too bad to level, but the life stealing from Devourers is a real life 
saver. Many monsters hit badly, doing like 30 or 40 damage (earth elementals, 
for instance), which is hard when you have 80hp.
Ghusta uses a Devourers broadsword, and is level 26.

He can kill wyverns and various dragon hatchlings, but not chinese dragons in 
the dark - the 5 wc penalty is bad.


Given the level, it's starting to be nice to have death attacks.




Two handed weapon
---
Kismar is level 2 two handed weapons, and can at overall level 12 take and 
kill three air elementals (summoning traps are bad, or good to fight such 
monsters) provided he can flee to another level to heal many times.

Ghusta is level 10 only, and uses a Flametongue of Devourers, giving life 
stealing which comes in handy.



Clawing (Kaori)
-
Didn't yet level up much, but shouldn't be hard since I have 3 elemental 
attacks already (working on cold).


Praying
--
Easy for Kaori (undead pit in Wolfsburg) and Kismar (Valriel's church in 
Scorn), though they don't have yet banishment (seems hard to find).

Ghusta had a bad time, denied turning and holy word. So he used cause minor 
(then medium then major then many from Devourers) and base diseases (leprosy) 
to gain enough gr to get special prayers.
Then red death and cause many wounds, which will happily destroy many things, 
as well as finger and face of death.
Command undead could have been an alternative, but didn't really use it.

Summon cult monster and avatar (level 20) didn't offer much. The summoned 
monsters, at level 6, couldn't hit much. Didn't try at higher levels.



Summoning (to get create earth wall and create food)
-
Only Ghusta leveled up, using the various golems and elementals. It's a real 
pain.
The main issue is that golems are weak, and they don't resist much. So to 
really fight tough monsters and gain decent experience, your own character 
should be able to resist hits during casting the golem again and then having 
the golem hit.
Other option is to use a safe leveling map like Raffle, which takes ages to 
reach high levels.

Dancing sword, at level 12, is really nice on the other hand, and can kill 
many monsters rapidly. Though it suffers from the golem syndrom, in which you 
have to be overall tough to resist monsters while casting your golem.



Sorcery (to get town portal)
-
Again only Ghusta leveled up.
He only used magic bullet, against wyverns in dragon nest (after some 
nightfall to have'em be quiet).
Being denied steambolt (wraith can't use fire spells), the other only option 
was animate weapon (level 7). But it requires many weapons in inventory, and 
it doesn't seem that powerful.






Maps used
===
I'm quite conservative, and didn't yet experiment many maps - fear of instant 
death isn't a strong motivational factor :)


Kaori probably started in Scorn (this character was created months ago, not 
used much at first), then rapidly moved in Wolfsburg for the undead pit.
Once equipped with a ring of Free Action courtesy Ghusta, then an amulet of 
Shielded mind (bought in a shop), the undead pit is a festing place for Gaea 
followers.
Makes for decent items too.


Kismar just started, and only went to Valriel's church. He got some equipment 
(ring of Free Action) from Ghusta, and mostly uses praying spells.


Ghusta started in Scorn, and did Resir's house, bloodwell, and Raffle.
He then moved to Navar, from where he did slave pit 1 and 2 and twin towers 
(Wolfsburg), elemental quest (fire part is supposed to be for 2 players but can 
be done alone) and Raffle 2 (Darcap), then Dragon Nest (road from Scorn to 
Navar, easy to reach using levitation to go fast).
He did two times dark temple, to get glowing crystals.



Future maps I'll visit are the Wizard tower in Lake County (to get some 
Luggage for map looting), maybe some Zorn maps in Brest, and then I'll 
experiment various maps.



Overall, many maps could benefit from an overhaul, and being included in some 
quest, if only to inform the player of their existence. Knowing a map exists 
can be a challenge.






Small bugs or fun things found
===


One disease-related bug: when a monster is infected, and you leave the map, it 
will swap to disk after a few minutes, preventing the disease from actually 
having 

Re: [crossfire] Gameplay notes

2010-08-28 Thread Nicolas Weeger
Complement about attacks and diseases :)


Confusion is really bad for a character. You can't use the cure confusion 
spell (since you'll cast a random spell), so you need to have scrolls or 
wands/staves/rods. If you're immune, that's fine, of course :)
If the confusion casting monster also uses other spells, you can get in a bad 
situation you have issues escaping since confused.


Paralyzis is bad too, since being hit when you can't move isn't nice, of 
course.


Acid is damaging to items.


Diseases aren't too unbalanced. Minor ones like eggs or vomit don't matter 
much.
Kaori caught leprosy many times (lich are bad for that), and that one is 
nasty. She didn't have any cure spell, so just had to endure - until finding a 
book ;)

Poison is bad generally, but Ghusta is immuned, and Kaori being a dragon 
regenerates enough to fight it.




Ghusta, wraith, had a -20 fire resist, but that wasn't too bad with the life 
stealing weapon. Cold issues weren't a problem either.

Kaori just gained natural resistances to many things.



Nicolas



Le samedi 28 août 2010 09:24:47, Nicolas Weeger a écrit :
 Hello.
 
 I've been playing on Invidious, so here are some notes and opinions on the
 leveling up and gameplay experience :)
 
 
 I've been using the following characters:
 * Kismar, Fenx, priest, Gorokh ; level 13, praying 12, dam 11, wc 18, arm
 39, ac -1
 * Kaori, dragon, monk, Gaea ; level 56, praying 54, dam 26, wc 6, arm 38,
 ac -20
 * Ghusta, wraith, paladin, Devourers ; level 65, praying 60, dam 34, wc 14,
 arm 56, ac -16
 
 
 
 Ghusta received some help from Khaleh, to reach level around 10 in many
 skills.
 
 
 Skill-specific notes
 ===
 
 One handed weapon (Ghusta)
 -
 
 Not too bad to level, but the life stealing from Devourers is a real life
 saver. Many monsters hit badly, doing like 30 or 40 damage (earth
 elementals, for instance), which is hard when you have 80hp.
 Ghusta uses a Devourers broadsword, and is level 26.
 
 He can kill wyverns and various dragon hatchlings, but not chinese dragons
 in the dark - the 5 wc penalty is bad.
 
 
 Given the level, it's starting to be nice to have death attacks.
 
 
 
 
 Two handed weapon
 ---
 Kismar is level 2 two handed weapons, and can at overall level 12 take and
 kill three air elementals (summoning traps are bad, or good to fight such
 monsters) provided he can flee to another level to heal many times.
 
 Ghusta is level 10 only, and uses a Flametongue of Devourers, giving life
 stealing which comes in handy.
 
 
 
 Clawing (Kaori)
 -
 Didn't yet level up much, but shouldn't be hard since I have 3 elemental
 attacks already (working on cold).
 
 
 Praying
 --
 Easy for Kaori (undead pit in Wolfsburg) and Kismar (Valriel's church in
 Scorn), though they don't have yet banishment (seems hard to find).
 
 Ghusta had a bad time, denied turning and holy word. So he used cause minor
 (then medium then major then many from Devourers) and base diseases
 (leprosy) to gain enough gr to get special prayers.
 Then red death and cause many wounds, which will happily destroy many
 things, as well as finger and face of death.
 Command undead could have been an alternative, but didn't really use it.
 
 Summon cult monster and avatar (level 20) didn't offer much. The summoned
 monsters, at level 6, couldn't hit much. Didn't try at higher levels.
 
 
 
 Summoning (to get create earth wall and create food)
 -
 Only Ghusta leveled up, using the various golems and elementals. It's a
 real pain.
 The main issue is that golems are weak, and they don't resist much. So to
 really fight tough monsters and gain decent experience, your own character
 should be able to resist hits during casting the golem again and then
 having the golem hit.
 Other option is to use a safe leveling map like Raffle, which takes ages to
 reach high levels.
 
 Dancing sword, at level 12, is really nice on the other hand, and can kill
 many monsters rapidly. Though it suffers from the golem syndrom, in which
 you have to be overall tough to resist monsters while casting your golem.
 
 
 
 Sorcery (to get town portal)
 -
 Again only Ghusta leveled up.
 He only used magic bullet, against wyverns in dragon nest (after some
 nightfall to have'em be quiet).
 Being denied steambolt (wraith can't use fire spells), the other only
 option was animate weapon (level 7). But it requires many weapons in
 inventory, and it doesn't seem that powerful.
 
 
 
 
 
 
 Maps used
 ===
 I'm quite conservative, and didn't yet experiment many maps - fear of
 instant death isn't a strong motivational factor :)
 
 
 Kaori probably started in Scorn (this character was created months ago, not
 used much at first), then rapidly moved in Wolfsburg for the undead pit.
 Once equipped with a ring of Free Action courtesy Ghusta, then an amulet of
 Shielded mind (bought in a shop), the undead pit is a 

Re: [crossfire] Gameplay notes

2010-08-28 Thread Mark Wedel
On 08/28/10 12:24 AM, Nicolas Weeger wrote:
lots of good info removed


 Summoning (to get create earth wall and create food)
 -
snip
 Sorcery (to get town portal)
 -

The current spell stuff isn't great - the split of of one 'spellcasting' skill 
into 4 made a couple of the skills unequal - summoning and sorcery.

  I had mulled the idea to redo those skills again - perhaps into fire/air 
(electricity)/water (ice)/earth - not sure if that would be better.  In 
practical terms, probably is, since there would pretty much be damage spells 
for 
the 4 elements.

  The idea behind the initial switch was the number of spells kept growing and 
growing, making mages better and better to play (since there was no limit to 
number of spells one could have).

  I've had other idea for level/skill advancement, but that is outside this 
discussion.


 Small bugs or fun things found
 ===


 One disease-related bug: when a monster is infected, and you leave the map, it
 will swap to disk after a few minutes, preventing the disease from actually
 having any effect. Even reentering doesn't seem to make the disease run
 again.

 Another swap-related bug: cast an earth wall, exit the map, wait a few minutes
 for it to swap, come back into it - the wall disappeared. Not confirmed, but
 seems to happen.

  Both of those are likely related - any spells/objects which are 'owned' by 
the 
player (in terms of using get_owner()) are cleared on map save.

  The reason behind this is that the ownership is a pointer to another object, 
so at first glance, not a good way to save it.  One could look up the player 
name of the object, and save that out, and look up that player when the map is 
reloaded.  If that player is no longer on-line, something would need to be done 
for these objects.  Note that one can also do weird exploits with this design - 
a character of moderate level creates a bunch of disease spells on map, wait 
for 
it to swap out, then delete that character and create a new character with same 
name, and have that map swap back in and get a bunch of exp - so one needs to 
do 
more than just check for name.

  I also vaguely recall that the objects owned by players were removed (instead 
of becoming owned by no one) because players were doing things like setting up 
bullet walls or other things to kill new players, then log out, resulting in 
PK'ing without any good way to track down who created the object in the first 
place.



 Navar claims to reject undead (at entrance), and still has a necromancer
 tower. Also Ghusta can enter all he wants.
 Killing guards at exit doesn't prevent you from exiting either.

  The gate at Navar is really on the honor system - if you say you won't do 
necromancy, good enough for them IIRC.

  I'm not actually sure how good it would be to restrict certain races from 
various towns - I'm not sure if there are enough about, such that blocking out 
an entire town would remove a lot of play opportunities for the character.

  My take on Navar having a necromancy tower and that check at entrance is that 
they are related - a necromancer (in that tower) did all sorts of terrible 
things, so they don't want any more about.

  I can't remember for sure, but I thought the townhall had a basic 'quest' (in 
the old term of quest in that an NPC tells you it exists) to go remove that 
necromancer/track down that problem.


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Re: [crossfire] Gameplay notes

2010-08-28 Thread Mark Wedel
On 08/28/10 12:59 AM, Nicolas Weeger wrote:
 Complement about attacks and diseases :)


 Confusion is really bad for a character. You can't use the cure confusion
 spell (since you'll cast a random spell), so you need to have scrolls or
 wands/staves/rods. If you're immune, that's fine, of course :)
 If the confusion casting monster also uses other spells, you can get in a bad
 situation you have issues escaping since confused.


 Paralyzis is bad too, since being hit when you can't move isn't nice, of
 course.

  Agree on both of those - I think paralyze would be acceptable if the duration 
was much shorter (say for 1-5 ticks) - confusion could perhaps last a little 
longer, but same thing, if it was a short duration, that might be OK.

  I suppose the fact you need scrolls adds some use for inscription :)

  But I think that is also the reason that immune to confusion/paralyze items 
are so popular, because they are so annoying (and potentially deadly).

  I also think that there are 'issues' in the way spells also move - it isn't 
like your character has to make one saving through and is set - because the way 
cones move, you probably get hit by the spell many times, so are almost sure to 
be affected.



 Acid is damaging to items.

  Yes - the amount of damage it does, and/or the fact that there is no way to 
repair them.

  I think experienced players know the monsters to look out for and use other 
methods to kill them - but this is probably a real annoyance for new players.



 Poison is bad generally, but Ghusta is immuned, and Kaori being a dragon
 regenerates enough to fight it.

  I've found in many cases, if you have some amount of healing (or potentially 
enough food), you can outlast it that way also.  It really depends on how many 
hp you have when you get hit by it, and how quickly you can get to someplace 
where you want take any damage other than that of the poison.


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Re: [crossfire] Gameplay

2008-11-17 Thread Mark Wedel
Nicolas Weeger wrote:
   As an add-on to that, I'd still like to see a quest management system
 that also provides rewards in exp or spells or the like, so that the only
 way to get that isn't by killing monsters (this can also be done now just
 by updating maps).
 
 Yet again I'll remind you: YOU CAN ALREADY GIVE EXPERIENCE FOR SOME EVENTS
 See http://wiki.metalforge.net/doku.php/dev_todo:experience_rewarder
 But of course no one is actually using it, not like it's useful is it

  Yes - I know about that - but there isn't any mechanism to actually manage 
quests in any way.

  What quests is my character working on?  Status of those quests (granted, 
vast 
majority of crossfire quests are simple quests - you get the quest, go out and 
do some single item, and return for reward).   Better quests are more 
sophisticated - several steps to go through before completing it.

  The experience rewarder is a piece of good quests that is done - but still 
nothing there to manage/track quests.

  A problem I think this results in is very linear/directed gameplay - once I 
learn about something, I'm going to go off and do it, because I don't otherwise 
have a good way to track different things (other than copying them to out of 
game mechanisms).

  I remember a quest management system was written, and then removed with 
something better to replace it.  That better thing to replace it hasn't shown 
up 
yet.

  And I think that would be one of those things to improve gameplay, which is 
what started this discussion.

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Re: [crossfire] Gameplay

2008-11-15 Thread Nicolas Weeger
   As an add-on to that, I'd still like to see a quest management system
 that also provides rewards in exp or spells or the like, so that the only
 way to get that isn't by killing monsters (this can also be done now just
 by updating maps).

Yet again I'll remind you: YOU CAN ALREADY GIVE EXPERIENCE FOR SOME EVENTS
See http://wiki.metalforge.net/doku.php/dev_todo:experience_rewarder
But of course no one is actually using it, not like it's useful is it?

Also, I'll YET AGAIN tell on the list that, if map makers actually need 
scripts, I'm ready to write them, or help when needed.
BUT I WON'T WRITE SCRIPTS FOR THE SAKE OF IT, IT MUST BE FOR SOME SPECIFIC 
NEED - I'm fed up writing things for the sake of it that no one will use.


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


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Re: [crossfire] Gameplay

2008-11-13 Thread Mark Wedel
Nicolas Weeger wrote:
 Hello.
 
 Currently, Crossfire is the kind many monsters, much loot, fast gameplay.
 
 Wouldn't it make sense to change that?

  Yes - in fact, the combat changes I made many months back did that a bit for 
combat - in general, just normal combat is slower than before.  However, there 
are stills gobs of monsters (and I still need to redo spells)

 
 Have less monsters, with combats not so fast, so strategy/tactics do play a 
 role - put a trap, try to lure the monster? use a dagger for close combat, 
 versus a sword for long distance? Think of where to drive monsters so only 
 one can hit you, and such?

  Yes to all of those.  Some are certainly easier than others.  It is a little 
less clear where close vs far come in - I'd think that both dagger and sword 
would be close (vs bow being far) - with the granularity of one space, distance 
is a little odd in that regard.

  But one could clearly extend things beyond what they are - able to increase 
your chance of hit but you do less damage.  Or another method to increase your 
damage, but maybe you're AC is worse.  Or maybe various combos.

  This actually could be useful in many ways - when rebalancing combat, sorting 
out AC for monsters vs WC for players can be a challenge.  When the random 
element is from the range of 1-20, figuring out what the correct value is gets 
hard - I generally targeted it at about 10-15 range

  If it is too low (say 5) then player is hitting most of the time, and things 
that improve your chance to hit don't have much impact (the number of 
additional 
hits you get isn't that great).

  If it is too high (say 18), then player hits pretty infrequently - makes for 
long combat, but also means attacks that don't have to hit the creature (like 
spells) are much more useful.  It also means that other characters that maybe 
do 
not have the right items or stats, and thus need a 20, hit only 1/3rd the time, 
and the monster is that much tougher.

  If player can give up damager to hit better, it helps that out - player who 
needs an 18 can use that attack form to need a 15 (lets say) and hit twice as 
often, but maybe at only a 25% decrease in damage.  But if the player needs a 5 
to hit, reducing that a 2 may not be a worth while tradeoff - it does put more 
strategy in to best ways to kill monsters, and give more choices for monsters 
that may seem too tough.

  But improved monster smarts is also needed - the monsters right now all think 
individually (what can I do to hurt that player).  Most games have the group of 
monsters actually work together - some may sit back casting spells while others 
engage the player.  And they may actually cast beneficial spells on the other 
creatures - right now, the monster logic doesn't even look at that possibility.

 
 
 As for loot, wouldn't it make sense to drastically reduce it, and let players 
 create new things (items, spells, buildings maybe?) quite freely? But with 
 some limits, probably.

  Yes on both.  Perhaps the basic flaw in the crossfire logic is that all 
equipment a monster may attack with ends up as loot to scavenge.  So you fight 
those 20 orcs, and get 20 long swords.

  But I'd be more tempted to do the reduction of monsters first, and see how 
loot looks after that.  If a level only had 20 monsters and not 100, that a big 
reduction right there - maybe much more isn't needed.

  The other big problem is that crossfire doesn't have much to spend money on - 
presumably some of those other points (making new things) is a money sink. 
Another may be more consumable objects that players would actually want to buy.

 
 Also, wouldn't it make sense to really improve in game building, so players 
 can have a real impact on the world, really change things?

  Yes, but also trickier.  In game building has been discussed (and even 
developed) many times, but that is a hard problem to solve.

  By my above comments (hard problems) I don't mean in any way to say that they 
shouldn't be done - just trying put the problem in some degree of difficulty.

  Of that list, reducing monsters is probably the easiest to do - that just 
means going through maps and removing monsters and generators.

  As an add-on to that, I'd still like to see a quest management system that 
also provides rewards in exp or spells or the like, so that the only way to get 
that isn't by killing monsters (this can also be done now just by updating 
maps).



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