Re: [crossfire] Redo wc/ac/armor (+dodge)

2007-08-05 Thread Juergen Kahnert
On Fri, Aug 03, 2007 at 11:51:13PM +0300, Juha Jäykkä wrote:
 So we'd have AC, armour (resist_physical) and dodge? Three things? Not
 good, imo.

This just reflects the fact that a heavy armour will reduce your
mobility.  But as Mark said, keeping legacy values will cause problems.
A new value called dodge or whatever will work better.

Maybe we should do a body part table and think about protection values.
After the Wallace rule of nines, we have (for humans):

head   1 x  9%
arm2 x  9%
leg2 x 18%
torso  1 x 36%

For our body protection armour system we may use:

body_head   1 x  9%
body_arm2 x  6% (12%)
body_wrist  2 x  2% ( 4%)
body_hand   2 x  1% ( 2%)
body_leg2 x 15% (30%)
body_foot   2 x  3% ( 6%)
body_torso  1 x 36%

The body_shoulder part is special.  A cloak covers body, legs, arms and
also the head with a hood.  So I would say a cloak is able to increase
the armour value by 11 (arms 2%, legs 4%, torso 4% and head 1%).  But no
armour should increase the maximum percentage for the body part.  This
leads into some calculations with the overlapping cloak.

For example a helmet is unable to increase your armour by more than 9%.
The same for other resistances.  Having a helmet which protects me by
100% against fire wouldn't burn my torso?  No, just the head is
protected against fire, which means 9% of the body.

The armour parts shouldn't offer more protection than the body cover
percentage.  This also makes the armour system more clear for the
players.  Now combining for example a +20% leg armour with a +30% torso
armour will result into +50%.

Maybe we could allow a cloak for other resistances than armour to offer
up to 87% protection (head 9%, arms 12%, legs 30% and torso 36%).  For
example a cloak of fire protection with 87% resist_fire combined with
fire protection bracers, gauntlets and boots will allow an overall
maximum resist_fire of 99%.

But combining a 87% resist_fire cloak with a 36% resist_fire torso
armour won't increase the overall resist_fire protection, because the
torso is already fully protected by the torso armour, the cloak can't
add anything else.  Having a 30% resist_fire torso armour with 87%
resist_fire cloak adds the missing 6% resist_fire for the torso part.

Because there are only 99% in the body table above, you can't ever reach
a protection of 100%.  This can be reached by magic for a period of
time or rings / amulets, but not permanent with armour.


Enchanting armour will work up to the maximum value out of the table
above.  So you won't be able to enchant boots over 6% (2 x 3%).  Adding
an option to add other resistances than physical, either by scrolls or
by smithery, will have the same limit.


What about rings adding resistances?  Well, they could either fill up
the missing points of armours.  Or there is an extra slot for magic
which always adds the resistance, no matter of the armour resistances.

The extra magic slot will allow resistances up to 100%, filling up
armour points just up to 99%.

I prefer the extra magic slot with the chance of 100% resistances.  And
this will be new, but easier to understand.  Adding resistances will
work linear.  Combining two rings of fire +30% will sum up to +60%.


  Let us discuss a little bit more about a dodge skill.

 Perhaps we need that 10% XP pool, after all,

I still don't like this xp pool idea.  CF is not a pen  paper RPG.


 but make it allocatable ONLY to those skills which cannot advance in
 any other way, perhaps? Or even make the 10% player-selectable?

Make skills in a way that it's possible to gain xp in.


 Or simply let dodge gain XP from missing attacks?

That's better.


 Like 1 XP per missed damage?

Uh, how do you reach level 100?  Did you tried to level up hiding?  This
1 xp steps are a pain.


 One more thing: would dodge help evade things like magic missile?

No, just those you won't be able to run away from with normal movement.
You see arrows, bolts, magic missiles, ... coming and you're able to run
away from them.  No need to dodge them.  It's just for the melee combat.


On Fri, Aug 03, 2007 at 06:47:40PM -0700, Mark Wedel wrote:
 Dodge skill:  I thought about the idea of dodge skill getting exp each
 time you dodge.

Same do I.


 Several problems - exp has to go up as character advances, otherwise
 dodge skill effectively maxes out at pretty low level.

Correct.  Same problem as with lockpicking, find / disarm traps, ...


 I think such a simple is open to easily exploited abuses - I park
 myself by a monster I know can't damage me (say high regen + high
 resistance to its attack type).  I let it sit overnight, and next
 morning, I've got bunch of dodge exp.

Than we have to make it not exploitable.

If a monster can't hurt you, you can't gain xp from it.  Again, we need
a system which decreases the xp gained from lower level monsters.

What about something like that.  You're unable 

Re: [crossfire] Redo wc/ac/armor (+dodge)

2007-08-03 Thread Juergen Kahnert
On Thu, Aug 02, 2007 at 10:41:18PM -0700, Mark Wedel wrote:
 rename ac to dodge, and make it start at ten.

If working with d20 this sound reasonable.


 Remove this bonus from pretty much all armor currently in the game,
 and/or perhaps add penalty for most of the armors.

Keep ac of armour. But this value will reduce dodge.  So a plate mail
with ac 5 will reduce the dodge value by 5.

We still need to check all the armour to verify the ac value.


 I mulled over the idea of making dodge a skill, but handling exp on
 that is tricky

Let us discuss a little bit more about a dodge skill.  It would have
some advantages having dodge as a skill.  This way you're able to keep
up with wc and also mages will be able to dodge without the need to
train physical combat...


 I think base dodge should be based on dexterity,

But wc will increase with a skill which may reach level 100, dexterity
will stay around 30.

You won't be able to dodge anything on higher levels.


 certianly races/classes may get a dodge bonus,

This will make it easier on lower levels.  But at high level the problem
will still exists.


 and certain skills may give increasing dodge bonus for higher levels
 (like karate - high level person in karate should have an excellent
 dodge)

That forces mages to learn physical combat to avoid being killed on
higher levels.


 The one change I would make is that enchanting armor would increase
 the resist_physical value, and not the armor.  Right now, boots +1
 give you 1 ac point and perhaps 3 resist physical - under the revised
 system, those boots would still not give you an AC, but 4 resist
 physical instead.

Sounds reasonable.  But than we need to increase the enchanting level.
A maximum armour enchanting up to +4 won't have such a big impact than
ac +4.  One ac point is worth a 5% chance (due to the d20).

And will it take effect on all resistances or just physical?


   The tricky part on this is balancing it out - since the to hit rolls
 is d20 based, it doesn't take too much a difference for something to
 be deadly or not deadly enough.

Do we want to stay with the d20 based system?  It allows us just 5%
steps.  We don't need to implement pen  paper systems.

We should develop something more suitable; d20 is good for pen  paper
based systems, but we don't need to care about an easy dice system.  The
computer will do the calculation part.


   Now one thought I have here might be to sort of say what are
 reasonable/expected values of those different attributes, eg:

  level  wc  dodge  resist value
  1  1   10 20
  10 5   15 30
  20 13  22 45
  ...
  10090  10695

Such a table is neat and will help making better maps.


 the point is they may not really be linear - at certain points,
 characters may get different items that give them certain boosts, etc.

That heavily depends on map making.  A linear progress is favoured.

J??rgen



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Re: [crossfire] Redo wc/ac/armor (+dodge)

2007-08-03 Thread Juha Jäykkä
  Remove this bonus from pretty much all armor currently in the game,
  and/or perhaps add penalty for most of the armors.
 Keep ac of armour. But this value will reduce dodge.  So a plate mail
 with ac 5 will reduce the dodge value by 5.

So we'd have AC, armour (resist_physical) and dodge? Three things? Not
good, imo.

 Let us discuss a little bit more about a dodge skill.  It would have
 some advantages having dodge as a skill.  This way you're able to keep
 up with wc and also mages will be able to dodge without the need to
 train physical combat...

Agreed. Some incarnation of DD has a skill tumbling which in essence
is the same as dodge here. It can be improved by the skill point
system. Perhaps we need that 10% XP pool, after all, but make it
allocatable ONLY to those skills which cannot advance in any other way,
perhaps? Or even make the 10% player-selectable?

Or simply let dodge gain XP from missing attacks? Like 1 XP per missed
damage? This needs a major change in the server: currently (I think) the
player will not even know whether the monster has tried to hit and missed
or not tried at all. And I think damage is computed only after hit is
scored, that would need to change as well.

One more thing: would dodge help evade things like magic missile? I think
not, since they are spells and supposedly guided (missile). It might be
ok to help evade comets, asteroids and other non-guided stuff (firebolt
comes to mind), though (not lightnings, they are supposed to be too fast).

 But wc will increase with a skill which may reach level 100, dexterity
 will stay around 30.
 You won't be able to dodge anything on higher levels.

True, unless we ramp up the maximum stats to 100 - not likely (I'd up
them to at least 40-50 range, because fireborns, for example, can easily
get Pow  30 with very little equipment - their maximum Pow with all
equip should be more than that of other races.). Dodge needs to rise with
levels.

  certianly races/classes may get a dodge bonus,
 This will make it easier on lower levels.  But at high level the problem
 will still exists.

This is the old problem with racial/class bonuses all again! We should
decide here and now that all racial/class bonuses need to either a) not
exist or b) improve with level, as fireborn ac and dragon
resist_physical do at the moment. (This does no apply to such things as
fireborns' resist_fire +100 or undeads' disease immunity or even
fireborns' extra fingers - just numerical bonuses (except those that
are already maximal).)

 That forces mages to learn physical combat to avoid being killed on
 higher levels.

Or avoid melee and missiles - like in many penpaper rpgs. Though it is
sometimes pretty difficult in CF.

 Sounds reasonable.  But than we need to increase the enchanting level.
 A maximum armour enchanting up to +4 won't have such a big impact than
 ac +4.  One ac point is worth a 5% chance (due to the d20).

True.

 And will it take effect on all resistances or just physical?

Why would it? Just AC is being altered and it never affected any other
resistances anyway. BUT I'd alter the alchemy/jewellery/etc as per one of
my earlier posts and that would enable you to alter the other resistances
of items as well.

Perhaps it might also be nice to limit the total sum of bonuses an item
can give by something else than jeweller/etc level as well: iron rings
might be able to give less bonuses than mithril rings?

 Do we want to stay with the d20 based system?  It allows us just 5%
 steps.  We don't need to implement pen  paper systems.

I can only see one problem with 5% steps: it means 5% of the attacks hit
no matter what. This might be considered unrealisticly high. But since
beings with AC 100 are pretty tough anyway, they'd probably have so good
resist_physical as well that those who should not realistically be able
to hit them will not do any damage even when they hit.

-Juha

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Re: [crossfire] Redo wc/ac/armor (+dodge)

2007-08-03 Thread Mark Wedel

Quick followups:

AC: if this change is adopted, one really can't just say 'make what is 
currently 
AC a dodge penalty' - that will result in lots of broken items (certain items 
that currently give high AC and shouldn't give that as dodge penalty).  Plus, 
it 
becomes confusing - if I've learned one thing, having these legacy values is a 
bad idea.  Instead, a dodge (or dodge_adj) field should be added.  It may be 
that AC is a good starting point for that, and anything that has AC set is 
converted into -dodge_adjustment.  Another reason a new field is good is that 
it 
then makes it very easy to see if the item has been updated - if you see that 
the item has a dodge_adj set, you know it is up to date/current.  If you don't 
change the field name, impossible to know if you have some legacy object that 
needs to be updated, or if it has been rebalanced.

Dodge skill:  I thought about the idea of dodge skill getting exp each time you 
dodge.  Several problems - exp has to go up as character advances, otherwise 
dodge skill effectively maxes out at pretty low level.  I think such a simple 
is 
open to easily exploited abuses - I park myself by a monster I know can't 
damage 
me (say high regen + high resistance to its attack type).  I let it sit 
overnight, and next morning, I've got bunch of dodge exp.

Now with the experience pool idea, dodge may be a bit more usable, but I'm 
still 
not sure if one would be able to funnel enough exp into it to be useful - if 
the 
creatures WC is 50, having a dodge of 30 vs 20 makes no difference - the 
creature is going to hit you all the time.

For spellcasters, may be reasonable to have various spells (of different power) 
that give dodge bonuses.  So you have a 40th level spell that gives you a 30 
dodge bonus - good enough to avoid being damaged most of the time.  An 
advantage 
of this is that this is also quite easy to tune - if a character is a pure 
spell 
caster, his spellcasting skill is effectively his overall level in some sense, 
so what level spell he casts really determines what creatures he can kill, and 
thus, what level of protection he can get from those spells is of direct 
relevance.

Enchanting armor:  Exactly how much improvement each scroll gives is an 
implementation detail.  However, one has to be careful - if one is able to 
enchant all pieces of armor to resist_armor 50, that character will have an 
overall resist_armor 99.  So you need some mechanism to say something like 'max 
enchantment on boots is 10, max on gloves is 5, max on armor (suits) is 60', 
just to keep things in balance.

I would say enchant armor would only improve resist_physical.  That said, 
adding 
other spells to increase other resistances is I think reasonable (enchant armor 
- protection from fire, etc).  But still in this case, the max total 
enchantments of all the different types of attacks can not exceed the max 
enchantment values.

And those max enchantment values are really only for player controlled 
enchantments.  Artifact/special armor may go above that, but those max values 
should be used as baselines.

d20 vs dother: That could be changed - has to be thought on how to do it. 
Percentage system would be fairly consistent with rest of game (percentages for 
resist values, etc).  A problem however is steps of increase - if you increase 
say dodge and wc 1% per level, then actual level doesn't make a huge different 
- 
wc + d100  dodge + 50 makes the dodge and wc skills not especially important - 
that d100 is what will primarily make a difference - in that above example, 
suppose creature has dodge 30, so wc + d100  80 to hit.  If character has wc 
of 
0, hits 20% of time.  Wc if 20 means 40% of time - twice as much.  This system 
may be reasonable, but really does de-emphasize wc and dodge.

Other issue is that currently a weapons bonus (sword +1) affects wc.  If 
switched to a percentage system, that +1 sword means diddly squat.  One could 
change it so that each plus of a weapon is 5%, but now you're looking more like 
a d20 system again, just everything multiplied by 5.

Dodge for spells: It should perhaps for certain spells.  One could follow that 
ADDv3 systems of 3 saving throughs - reflex, fortitude, and willpower, and 
dodge will really equate to reflex - sort of goes beyond original start of this 
discussiong, but discussing saving throws perhaps makes sense.

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