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


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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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[crossfire] Plan to commit combat changes to trunk

2007-12-30 Thread Mark Wedel

  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.

  In particularly, I have not rebalanced the high (20+) level monsters, so they 
may still be quite deadly.  I also have not rebalanced the spells (next step), 
and balancing the high level monsters sort of goes hand in hand with balancing 
spells.

  I've also created a new exp table (table D), which has slower progression. 
While not a requirement to use that table, I think it makes for a better play 
experience.  I think it should be the default, and I'm not really sure how well 
a game can be balanced if there are 4 different exp tables out there, but I 
suppose this is more an effect of balance between the classes.

  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.

  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.



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