Re: [crossfire] Spell path balance - Summoning

2006-08-21 Thread Raphaël Quinet
On Sun, 20 Aug 2006 14:05:55 -0500, Kevin R. Bulgrien [EMAIL PROTECTED] 
wrote:
 One is that I wonder if I do not know how to play a summoner,

Probably not.  :-)

 and the other is whether summoning is completely out-of-balance.

Yes, but probably not in the way you think.

 It seems
 like it is extremely difficult to level a summoner.  What sort of
 game playing style is needed to make a summoner level the same way
 that the other path players can.  If killing monsters with summoned
 creatures is the primary way of getting experience, then the path is
 completely unbalanced as it takes eons of mind-bendingly boring
 snooze, summon, attack, snooze until summoned character is dead
 cycles.  Am I just missing the point of this path, or is it really
 not very well balanced?

It is not well balanced.  Gaining the first few levels is difficult
but after that, gaining levels in summoning is far too easy.  In
fact, I usually try to create balanced characters and level up several
skills at the same time instead of focusing on a single one.  And I
find it difficult to _avoid_ gaining exp in the summoning skill.

If you want to know how to use the summoning skill, here is a little
*SPOILER*:

- Gaining the first 2-3 levels in summoning is rather boring because
  you have to rely on your golem or lesser golem.  Gaining exp with
  these takes time.  In (very) old versions of the game, summoning pet
  monsters was also useful because you could summon some monsters that
  were able to kill other monsters faster than you, but this is not
  the case anymore so you will have to rely on golems and be patient.
  Make sure that you use your golems in narrow corridors so that they
  only fight one monster at a time.
- Once you reach levels 4, 5 and above, you can start summoning
  elementals.  Here again, the cost in mana compared the speed at
  which you gain experience is not really good but you have to be
  patient and keep on killing lots of low-level monsters with your
  elementals until you can gain more levels.
- After a while, you will have learned the spell charm monsters.
  This is what changes the game completely: at first you will only be
  able to charm a few low-level monsters so you will not much exp
  with that.  You may have to continue practicing killing monsters
  with a fire elemental.  But after reaching level 10 or more, you
  will be able to charm more and more monsters and gain a lot of exp.
- Gaining exp by charming monsters is so convenient that I have bound
  a key to invoke charm monsters; killpets.  I have also done the
  same for invoke command undead; killpets for the praying skill.

You will probably find that it takes you as much time to go from level
15 to level 107 in the summoning skill than it took you to go from
level 1 to level 15.  This shows that the skill is not well balanced:
it is too hard at the low levels (the mana cost vs. exp gain per time
unit is too high) but it is too easy at the high levels (the the exp
gain is several orders of magniture faster for roughly the same mana
cost).  When you reach level 100+ in that skill, you can kill a dozen
dragons or big wizards instantly by casting charm monsters once and
spending less than 100 mana points.

Something needs to be done to re-balance this skill (and also some
other skills).  However, some of the solutions that have been proposed
so far would only make charm monsters useless or dangerous to use,
which would not solve the other part of the problem: this skill is too
difficult to use at low levels.

-Raphaël

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Re: [crossfire] Spell path balance - Summoning

2006-08-21 Thread Andrew Fuchs
On 8/21/06, Alex Schultz [EMAIL PROTECTED] wrote:
 Raphaël Quinet wrote:
  Something needs to be done to re-balance this skill (and also some
  other skills).  However, some of the solutions that have been proposed
  so far would only make charm monsters useless or dangerous to use,
  which would not solve the other part of the problem: this skill is too
  difficult to use at low levels.
 Well, note though, that past level 20 or so, summoning is *completely*
 useless *except* for charm monster. Summoned monsters are far too weak
 to have any use at level 30 and up, and sure there's animate weapon,
 however the only things strong enough to be worth animating are not
 worth the risk of loosing. Personally I think there are four things that
 could be done to balance summoning properly:
 - Make charmkilling not so powerful without completely making it
 useless. (personally I think requiring line of sight and limited range
 might be a good method, possibly in addition to making 'killpets' not
 always work)

Agreed.  For modifying killpets, I'd change it to dismisspets.
Then code it so summoned monsters are killed and charmed monsters are
set to be peaceful.  However, this doesn't address the issue of what
happens when a monster is charmed, then taken to another map.

 - Add more powerful types of summoned creatures at higher levels
 (Possibly just more things for 'summon creature' or possibly (a) new
 spell(s) like 'summon greater creature')

There is Magehound, but I think it was added more as an example.
Someone would have to check for balance issues before it is actually
made available to players.

 - Make the first few levels more practical to use it with, possibly by
 making the summoned creatures faster or more powerful.

Agreed.

 - Not as needed to balance as the other notes, but somehow reducing the
 risk of loss of a weapon used with animate weapon.

Can't think of anything other than giving it temporary immunity to
being damaged (burnt up, icecubed, etc) or making the weapon come back
to the player after the spell's effect ends.

-- 
Andrew Fuchs

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Re: [crossfire] Spell path balance - Summoning

2006-08-21 Thread Alex Schultz
Mark Wedel wrote:
 Andrew Fuchs wrote:
   
 Can't think of anything other than giving it temporary immunity to
 being damaged (burnt up, icecubed, etc) or making the weapon come back
 to the player after the spell's effect ends
 

   I don't think the temporary immunity would really help out.

   From what I've seen is what happens is that the weapon is fine as long as 
 the 
 spell is going on.  But when the spell ends, the object on the ground is now 
 hit 
 by some attacktype the destroyes it.

   So any addition of immunities would have to last beyond the length of the 
 spell, and that gets tricky, as if the player picks it up and wields it, they 
 shouldn't really get those immunities.
   
Well, to make an object immune to being damaged on the ground, there are
ways other than resists. In particular material tricks could allow it,
and wouldn't have the drawback of giving the player the immunity. 
However there is still another issue to deal with, which is  it still
wouldn't be good to make it permanent. A solution to that would be:
-allowing forces to give material traits to their parents
and
-making subtypes of forces that can do things like disappear when the
container of the force is picked up or moved.
That could allow the weapon to be immune to destruction until picked up.
   Having the object return to the player when the spell ends or is destroyed 
 is 
 probably the best/safest thing.  It'd be a little odd to explain why.
   
Despite what I said about though, I would personally favor just
returning the object when the weapon is no longer animated, due to
simplicity.

Alex Schultz

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Re: [crossfire] Spell path balance - Summoning

2006-08-20 Thread Lalo Martins
On Sun, 20 Aug 2006 14:05:55 -0500, Kevin R. Bulgrien wrote:
 completely unbalanced as it takes eons of mind-bendingly boring
 snooze, summon, attack, snooze until summoned character is dead
 cycles.  Am I just missing the point of this path, or is it really
 not very well balanced?

Generally, I think summoning needs high-level spells that summon
strong critters, rather than just relying on pets becoming stronger and
stronger with level.

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.
--
personal:  http://www.laranja.org/
technical:http://lalo.revisioncontrol.net/
GNU: never give up freedom http://www.gnu.org/



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