Re: [crossfire] Spell rebalancing notes/thoughts

2008-04-05 Thread Juha Jäykkä
   That's not to say all parts of the game should just be combat - getting
 elected mayor, etc, is reasonable, but that is a bit different than
 adventuring.

I'd like to establish my own city... Or at least build a headquarters for my 
adventuring band (should I ever get one together). Building a building is 
already possible with acme (I gather - haven't actually tested), but getting 
npc's to move over to your city might be nice, too.

This, of course, produces a problem: is the number of npc's fixed or should 
they reproduce? If the number is fixed, moving would mean depleting other 
places, which may or may not be desirable. If they reproduce, some must also 
die... again, we may or may not want that. One thing is certain, though: the 
npc who gives quest related information in Scorn should always live in Scorn 
and not move elsewhere. (Perhaps if the quest is not at all Scorn-related, 
this could be relaxed.) The npc could travel around, though, but should 
definitely be in Scorn almost always (but could go home to sleep at night 
etc).

   It may not be bad to have NPCS to help provide clues, like the old mage
 saying I wouldn't venture into the caves with less than half a dozen
 potions.

I'd say of course they should provide clues. It's just a matter of getting 
around writing them. All in all, some more clues about various places around 
the world might be nice - if someone just wrote them! =) I could drop in a 
few npcs for the few places I know of, but I haven't really looted every 
single dungeon in the game and I do not know the point or story behind quite 
a few places I've been to. For example the elven tree houses North-West of 
Scorn or the archaeological dig East of Scorn, the whaling village (and the 
antarctic island you can get to from there) etc. I have no idea about the 
stories behind those. Skud's tower looks unfinished etc.

 have regen go up even faster - the idea being here that character is
 presumably in a 'safe' location if they are not taking damage or doing
 combat, so why not have them get stats back faster.

Sounds good, but does it incur much load for the server? The more different 
things we offload to the server, the sooner we need to start thinking about 
multithreading it... (if we are to support really massively multiplayer 
stuff, of the order of tens or hundreds of players).

   And within crossfire, that could also work - have fewer tougher monsters
 that are more interspersed with open space.

Sounds good, too. Some puzzles would be nice, too. Although I admit puzzles 
are really difficult to invent in a game like this.

-Juha

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| Juha Jäykkä, [EMAIL PROTECTED]|
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Re: [crossfire] Spell rebalancing notes/thoughts

2008-03-31 Thread Nicolas Weeger
  Somehow, I don't like this definition of fun...
  But I admit I don't have many ideas of other definitions.

   I'm open to ideas to make this better.  Certainly waiting around for
 HP/SP/Grace to come back isn't fun, yet at the same time, we can't just
 ramp up the regen speed, as that effectively makes characters more powerful
 (if a character gets all their HP back in 2 seconds, it means you just have
 to avoid damage for that long).

What about making other fun activities the player could do while waiting for 
sp/hp/gr to regenerate?
Like, going to drink in a bar and falling in love with someone. Or trying to 
decipher a coded message. Or getting around trying to be elected to mayor?

   While potions of heal/power/whatever work, one can't really give them out
 in infinite supply.

What about forcing the player to accumulate some before they go in dungeons? 
What about focusing on non-combat things too? Enigms and such?


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


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Re: [crossfire] Spell rebalancing notes/thoughts

2008-03-09 Thread Mark Wedel
Juha Jäykkä wrote:
   If a fighter has a tactic to defeat a monster and take no damage, that
 is no problem, as long as he can't do it a lot faster.  For example,
 I'd rather see different classes meaning different tactics and possibly
 different time...
 
 I tend to agree with Nicolas here. It is not a problem if it takes longer to 
 gain a level as an X than as an Y. But that would need to be balanced by a 
 high level X being more powerful than high level Y, otherwise I don't see 
 many people playing X at all. OTOH, perhaps even that is not a problem: in 
 many fantasy worlds, being a powerful wizard takes decades of study, whereas 
 becoming a powerful fighter is much faster. It's also quite logical: a 
 60-year fighter won't be quite so agile and enduring as a 30-year old, 
 whereas in a wizard, the age is not so much of an issue. But since we do not 
 have character ages in the game, I'm not sure how applicaple this is.

  A lot of this is balancing act.

  My own thought is I'd much rather a level 50 fighter be same power as a level 
50 priest which is same power as level 50 mage.

  I think balancing that is going to be easier than a level 50 fighter is same 
power as level 30 cleric which is equal to level 40 mage.

  And when comparing power, it means these characters are going into the same 
dungeons, fighting the same monsters, etc.  If the mage is limited to dungeons 
not as tough, then clear that comparison doesn't hold

  There are lots of reasons I think have equal level is good.  Some of the 
quick 
one is HP (which is tied to level) - becomes tough if some characters have 30% 
fewer HP than others to balance things.  In theory, if the characters are going 
into the same dungeons, the equipment should be comparable, but there are still 
some things that limit it.

  I do agree that the classes should be more distinct.  I also think this is to 
some extent also part of a visible reward system - from a first impression, if 
someone played a class than took 2 hours to gain their first level, and someone 
else played a class that took 20 minutes, the person who played for two hours 
would think 'boy, this class really sucks' because probably not directly 
obvious 
that they may be more power than that other character, but it is directly 
obvious it took a lot longer.

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Re: [crossfire] Spell rebalancing notes/thoughts

2008-03-09 Thread Mark Wedel
Nicolas Weeger wrote:
   What I really care about is not whether hp/sp/whatever goes down (because
 as mentioned, a clever fighter could perhaps prevent that), but rather
 total time it takes to gain a level.

   The real time it takes for a fighter and mage to gain a level should be
 the same.  If it takes the mage 3 times longer, that needs to be fixed.

   If it does take the same time, and it means the mage is spending 25% of
 the time gaining back SP, that isn't much a problem, especially if the
 fighter is spending 25% of his time getting back HP.
 
 Somehow, I don't like this definition of fun...
 But I admit I don't have many ideas of other definitions.

  I'm open to ideas to make this better.  Certainly waiting around for 
HP/SP/Grace to come back isn't fun, yet at the same time, we can't just ramp up 
the regen speed, as that effectively makes characters more powerful (if a 
character gets all their HP back in 2 seconds, it means you just have to avoid 
damage for that long).

  While potions of heal/power/whatever work, one can't really give them out in 
infinite supply.

  Now my quick thought is that it is less annoying to player for 100 seconds, 
wait 10 seconds to get HP back, repeat vs player for 1000 seconds and wait 100 
seconds.

  In the first case, maybe it means you do a quick chat with someone (irc 
channel or in came) or look at your items, etc, and buy the time you do that, 
you're ready to go.  In the second case, seems like a real painful pause.  But 
maybe that is just my play style, where I tend to multitask more.

  One thought I did have is maybe something like a 'rest' command.  In this 
mode, the character sp/grace/hp regeneration goes way up.  But at the same 
time, 
player is blind (eyes are closed - resting), so if monsters are about, this is 
really dangerous.  Perhaps put in some sort of time penalty to come out of 
resting, so a monster may get in a couple good licks.  And if you're damaged, 
you don't get a benefit of resting (so you can't rest if surrounded by wimpy 
monsters on the basis you get HP back faster than they are doing damage). This 
could actually add a use to all those chairs and 'normal' beds.

  You could still issue out of character commands (who, chat, maps) but any in 
game commands would end the rest cycle (apply, movement, etc).

  This could perhaps be pretty easily implemented by a basic force object (has 
blindness set, but also has high sp/hp/grace regen benefit).

  This basically fixes the problem - when it is boring to regain your hp is 
when 
it is safe to do so (in town, in a cleared out dungeon level, etc).  This 
basically reduces that time.  If you're actually about fighting creatures, you 
don't get any benefit.  And if you are in a dangerous place, really risky to 
actually rest.

  This does sort of make the monks mediation ability pointless however, but 
maybe the monk can get improved in other ways (rebalancing the monk is probably 
a project all in itself).

  And all of this is also basically game mechanics. IIRC, crossfire game time 
is 
roughly 10 times faster than real time (in terms of day/night, ett).  Don't 
know 
about you, but a 50 minute sit in a chair really doesn't do much good (OTOH, I 
can't eat a chicken leg in 1 second either), so maybe best to not try and think 
too much about the timings here.

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Re: [crossfire] Spell rebalancing notes/thoughts

2008-03-01 Thread Kevin R. Bulgrien
   I gave that class a couple spells:
 firebullet - like magic bullet, this fires a bullet that does damage.  It
 does not explode into a fireball.  Costs 1 sp to cast

I think this is a good move.  It is rough that the low level cold/fire/mana
spells destroy loot when the new player needs it most.

 firebolt - basically same as old ones, just lower damage.  Costs 2 sp to
 cast.

   I figure that for low level spells, when character won't have many mana,
 they should start at the low end of the sp cost.  I also reduced the
 casting time - before, both had a fairly high time, which basically meant
 that at best, you could only cast the spell every other or every third
 tick.  Now you can pretty much cast the spell ever ticket

   But even with that, I found that I was waiting for mana to regen a lot. 
 I suppose this isn't really any worse than fighters waiting for hp to
 regen. Since by the very nature, these are range spells, the wizard should
 ideally kill the creatures before they get next to him, and if they get
 close, fall back, cast again, and so on.

Except perhaps that the savvy fighter finds ways to avoid hp going down,
and the caster cannot avoid spending mana or grace, so be careful of
that comparison, I think.

   But there are also a couple key points here - one actually needs the
 space available to fall back.  In the newbie tower, once I started making
 progress, I could basic remain beyond the monsters detect range and hit
 them with spells (and once the kobolds are dead, gives an outer circle to
 move in.  But the difficult time was initial assault - after opening the
 doors, kobolds come out eliminating much space to move about.

The monster smart movement seems a bit out of whack, but I can't be sure
what is going on with that.  Maybe it is monster tweaking or map oddities
instead.  It seems that some maps have all the mobs flooding the entrance,
so the level is a ghost town when you get past the front door. Not, I think,
what the map maker had in mind.  Some mobs too easily detect the player
(through walls, non-line of sight, etc.).  Others seem normal, which makes
me think it might be something other than the smart movement code.

   The generator limit I put in is quite important - without that, progress
 would be quite slow - getting through the front doors may have been
 difficult with those generators always being there.

There are a few places where the generator limit breaks the maps, but so
far, the limit seems primarily reasonable, even for places like Raffle 1
which still lets you gain an awful lot of XP before all the generators
disintegrate.

I'll add that fixing the broken maps may be hard to get done.  Even for
the ones I found, its not always easy to remember to work on the map when
you find the breakage, then for me, at least, it seems hard to decide
what a reasonable change is to fix it.  I'm not necessarily saying to not
do adjustments like that, but it probably is good to keep in mind that
saying maps can be fixed, and getting them fixed are completely different
things.  I think that getting them fixed is one of those things that does
not excite people, and thus is easily ignored.

   Another change I made was to give the pyromancer a spell regen bonus -
 this helps reduce the waiting some more.  Rather than that being a force
 (how I instituted it), doing it as a ring may make more sense - player can
 upgrade it, but it also means that they don't really get a bonus if they
 choose a wizard and play it as a fighter (at some point, they'd likely find
 a ring more suitable for a fighter, and thus loose that sp regen bonus)

You talking about a ring granted at character creation?  How would this ring
be different from any other ring of say magic+, regeneration+, stat+, etc?
It should not be taken back by the god that granted it if dropped, IMO.

   I'm thinking some defensive spell may be in order, so if creatures do get
 close, they get killed.  OTOH, maybe that is part of being a mage - you
 really don't want to be close to monsters.  But many maps don't give much
 choice - go through the exit, and monsters are behind door 2 spaces away.

Sounds good for variety of magic.  Sometimes the stat/protection boost spells
seem a bit too bland.

   Another change I'm thinking of is item destruction.  The firebullet
 doesn't destroy items, but the bolt does.  I'm thinking that maybe bolts
 shouldn't destroy items either - as I see it, bolts are maybe a 1' diameter
 bolt that is 3' or so off the ground as it travels - as such, things on the
 ground shouldn't be destroyed.  Otherwise, especially I think at lower
 levels, using bolts is a pretty big disadvantage because of all the
 treasure it destroyes.

I am in support of making improvements here.  Evocation, for example, is
not all that fun being limited to small bullet for several levels just to
avoid burning/vaporizing/icing all your loot.  Its hard to want to play a
pyro, etc., simply because of that difficulty at low