Re: [crossfire] CVS - SVN conversion

2006-09-19 Thread Mark Wedel

  Current status:

  CVS data is imported over, and I've renamed the files to be arch/trunk, 
client/trunk, etc.

  I've also made 1.x branches of the arch, client, maps, and server (at such 
time it becomes relevant, it could be done for jxclient and sounds).  There are 
as arch/branches/1.x, client/branches/1.x, etc.

  Things that I still have yet to do, and will do tomorrow night:

  Use svn propset to make some virtual entries (link to gridarta for the edit, 
a 
link in server/lib/arch to link to archetypes), support for $Id$ in files.

  Also, should make some 'virtual' directories with links to all he relevant 
pieces.  Eg, have a 'complete' or 'latest' directory which can get all the 
*/trunk entries, so easy to get all those.

  Likewise, probably have a stable directory which links to the 1.x entries.

  That said, there is nothing preventing developers from checking out the SVN 
and actively using it - the things left to do above should not affect that.




Mark Wedel wrote:
   Just a note/reminder of this change:
 
   Crossfire will switch from CVS to SVN this onday, Sept 18.
 
 What will happen:
 - Current CVS repository will remain available for read-only access, but no 
 future changes will be made to that repository.  The CVS repository will 
 purely 
 be for historical reasons (want to see what 1.6 looked like, etc.)  Developer 
 permissions will be updated to remove CVS write permissions.  The crossfire 
 page 
 on sourceforge will also be updated so that CVS info will not appear.
 
 - The SVN repository will only import the head trunk, and not the tags or 
 branches of the CVS repository.  Future tags and branches will be made of 
 course.
 
 - Only actively developed portions from CVS will be moved over.
 
 - Instead of having a copy of the editor in crossfire, we will link to the 
 Gridarta project.
 
 - Some amount of cleanup in the repositories will be done - mainly, this 
 means 
 that some automatically generated files will not be included (flex files, 
 collected archetypes/images/etc).  The autoconf/automake files will stay in 
 the 
 repository, as it is general practice that code can be downloaded and then a 
 simple configure run.
 
 - The server portion will be renamed from 'crossfire' to 'server' to more 
 accurately describe what portion it is.
 
 - The organization will be server/trunk, client/trunk, client/branches, etc.
 
 After the fact:
 
 - The server and client will need some updating to get the version number so 
 they can print that out as a build revision (instead of showing revision of 
 each 
 file).
 
 - Branches for 1.x will be made for the different components.
 
 - Likely some other cleanup will be necessary.
 
 
 
 
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Re: [crossfire] CVS - SVN conversion

2006-09-19 Thread Alex Schultz
Mark Wedel wrote:
   Current status:

   CVS data is imported over, and I've renamed the files to be arch/trunk, 
 client/trunk, etc.

   I've also made 1.x branches of the arch, client, maps, and server (at such 
 time it becomes relevant, it could be done for jxclient and sounds).  There 
 are 
 as arch/branches/1.x, client/branches/1.x, etc.

 snip
So as of now, should we be committing to SVN as opposed to CVS, and
using the 1.x branch and trunk as has been planned? :)

Btw, one thought is it would probably be good to make some sort of clear
documentation for the usage of the 1.x branch and trunk and the
branching plan.

Alex Schultz

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Re: [crossfire] stat loss and highly specialized players

2006-09-19 Thread Raphaël Quinet
On Mon, 18 Sep 2006 22:21:28 -0400, Andrew Fuchs [EMAIL PROTECTED] wrote:
 As what i could skim off of  I440r__'s rant on IRC, players that are
 highly specialized (high level) in only a few skills can loose an
 unreasonable amount levels in skills that they are trying to develop
 from low levels.  His general point was that it should take longer to
 gain levels, but players should lose less when they die.

As mentioned a few days ago, the default experience table is rather bad,
especially near the higher levels because you only need to increase your
exp by 1 or 2% to gain a level.  You always lose a reasonably fair amount
of experience when you die (death penalty is 15% by default) but this
translates to many levels in some cases.  The problem is in the mapping
between experience and levels, not in the death penalty.

I think that I440r__ had some valid points: levels should not be gained
so easily (at least for the medium and high levels) so that the death
penalty would always represent a reasonable amount of levels lost.  As
I stated previously, I consider death_penalty_levels to be a bad
workaround that encourages server admins to keep on using a bad exp_table
instead of fixing the real problem.  The new exp_table used on Metalforge
is a bit better, but still far from perfect.

By the way, I added a link to
  http://wiki.metalforge.net/doku.php/dev_todo:exp_table
from
  http://wiki.metalforge.net/doku.php/dev_todo_new
but I did not assign a priority to it.  Maybe Mark or someone else can
prioritize this?  I would like to get this fixed in 1.x, but I understand
that some server admins would prefer to keep their old exp_table until
the bigger changes in 2.0 so I marked it as a 2.0 feature.  But if we
decide on a better exp_table, I would still like to add it to the 1.x
branch but commented out like the exp_tables A and C.

-Raphaël

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Re: [crossfire] stat loss and highly specialized players

2006-09-19 Thread Kevin R. Bulgrien
 It should apply to skills as well as overall levels.  So under normal
 circumstances, I think that means no more than 3 levels lost from any
 skill and overall level.

 However, you could lose 3 levels from several different skills - for
 example, pyromancy, one handed weapons, praying, so it could seem like
 you are lose 12 levels (3 skilsl * 3 + 3 for overall level)

I think that it is really rough to lose of three levels for skills that are not 
directly related to killing monsters.  Several 
deaths in a row could conceivably nuke several key skills that are very hard to 
level.  Skills like hiding, literacy, find traps, 
disarm traps all come to mind.

I believe the player whose rant spawned this thread levels overall experience 
in one or two skills that are directly related to 
killing monsters.  This means his character could conceivably revert to a new 
player in all but one or two skills after several 
deaths.

I think the side effect of this is death will tend to put a virtual cap on 
the possibility of getting to high levels in some 
skills.  It is not a real cap, but one that would require hours and hours of 
boring practice to raise those skills back to levels 
that might be comparable to what could be achieved had the player not died.  In 
skills that are directly related to monster-killing, 
it is far, far easier to get back what you lost.

This tends to be quite discouraging to a player, and can spawn a feeling that 
one is weaker at level blah than he was at level 
blah - 10.

I do not know game mechanics well enough to suggest a solution, but I do 
understand the frustration, and experience myself from time 
to time.  In my case, I just try harder not to die, but the game allows death 
so quickly some times that it just doesn't seem fair 
that you missed the life-saving action you already invoked on the client by 
less than a second.

I also still believe there is an anomaly in the game with respect to overall 
experience at least.  I have seen overall experience 
jump inexplicably from time to time where I cannot justify it by gameplay.  An 
anomally like that that does not also affect 
individual skill experience would also tend to exaggerate the difference 
between one's overall level and the relative strength of 
the character.

Rayvin




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Re: [crossfire] stat loss and highly specialized players

2006-09-19 Thread Alex Schultz
Raphaël Quinet [EMAIL PROTECTED] writes:

 As mentioned a few days ago, the default experience table is rather bad,
 especially near the higher levels because you only need to increase your
 exp by 1 or 2% to gain a level.  You always lose a reasonably fair amount
 of experience when you die (death penalty is 15% by default) but this
 translates to many levels in some cases.  The problem is in the mapping
 between experience and levels, not in the death penalty.
 
 I think that I440r__ had some valid points: levels should not be gained
 so easily (at least for the medium and high levels) so that the death
 penalty would always represent a reasonable amount of levels lost.
Agreed.
 
 By the way, I added a link to
   http://wiki.metalforge.net/doku.php/dev_todo:exp_table

A few notes on changing the exp table: To me, the shape of the one on that page 
you label Progressive 12% seems to have what I would consider to be the most 
reasonable shape for the exp curve, however one question which doesn't seem to 
have been considered yet, which I440r__ reminded me of by saying something to 
the meaning of I wouldn't mind the exp table being scaled up 4x, is do we 
want the exp table to top out at the same exp value as currently like in the 
proposed table? I personally think we might want to consider something 
like Progressive 15% in scale, except have the last levels taper upwards like 
in the Progressive 12% one, such that the level 115 exp would be a good bit 
above what it is currently. I think I may look into making a proposed chart 
some time.
Also, we may want to look at tweaking individual monster exp in some cases. 
(there are probably many cases that are too generous or don't give enough)

Another thing, we may want to consider making exp loss for skills something 
other than the plain percent. Overall should be by percent IMHO, however it may 
be worth considering a system, which wouldn't hurt low levels skills of a high 
level character as much (thus making the fact that non-combat skills are hard 
to gain, and making death hurtfulfor them, less of an issue).

Alex Schultz


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Re: [crossfire] CVS - SVN conversion

2006-09-19 Thread Nicolas Weeger (Laposte)
   CVS data is imported over, and I've renamed the files to be arch/trunk,
 client/trunk, etc.
snip

Thanks Mark for handling the conversion!

Nicolas

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Re: [crossfire] stat loss and highly specialized players

2006-09-19 Thread Raphaël Quinet
On Tue, 19 Sep 2006 19:06:18 + (UTC), Alex Schultz [EMAIL PROTECTED] 
wrote:
 Raphaël Quinet [EMAIL PROTECTED] writes:
  By the way, I added a link to
http://wiki.metalforge.net/doku.php/dev_todo:exp_table
 
 A few notes on changing the exp table: To me, the shape of the one on that 
 page 
 you label Progressive 12% seems to have what I would consider to be the 
 most 
 reasonable shape for the exp curve, however one question which doesn't seem 
 to 
 have been considered yet, which I440r__ reminded me of by saying something to 
 the meaning of I wouldn't mind the exp table being scaled up 4x, is do we 
 want the exp table to top out at the same exp value as currently like in the 
 proposed table? I personally think we might want to consider something 
 like Progressive 15% in scale, except have the last levels taper upwards 
 like 
 in the Progressive 12% one, such that the level 115 exp would be a good bit 
 above what it is currently. I think I may look into making a proposed chart 
 some time.

Yes, the top level (115) could be significantly higher than it is now.  Or we
could use a curve that keeps it roughly at the same level and then adjust some
monsters.  In fact, I don't think that the amount of exp required for levels
beyond 110 is very important to consider because this is not where most
players should be.  Those who want to reach the demigod status will do whatever
is necessary to reach it anyway. :-)

By the way, I made lots of other tests with other curves and I tried to figure
out how these would map to my game experience.  I did not put them all on the
wiki because that would be abusing this nice resource, but maybe I will
consider adding one or two new curves anyway.  One of my favorites is similar
to Progressive 12% but uses a 10% slope instead.  It crosses the green curve
(classic exp_table B) a bit before level 100.

If you want to experiment with exp curves, I can send you my Gnumeric sheet.
I can probably be read by Excel or OpenOffice if you don't have Gnumeric.

 Also, we may want to look at tweaking individual monster exp in some cases. 
 (there are probably many cases that are too generous or don't give enough)

Right.  As I wrote in a previous thread, we should first decide on a new exp
curve and then adjust the sources of exp (monsters) according to that curve,
not the other way round.  Using a progressive curve with a constant ratio
between levels should make it much easier to adjust the sources of exp.

 Another thing, we may want to consider making exp loss for skills something 
 other than the plain percent. Overall should be by percent IMHO, however it 
 may 
 be worth considering a system, which wouldn't hurt low levels skills of a 
 high 
 level character as much (thus making the fact that non-combat skills are hard 
 to gain, and making death hurtfulfor them, less of an issue).

No, this problem is caused by the current exp_table and death_penalty_levels:
it limits the death penalty to 3 levels while the exp_table B (current 
default)
requires only 1% between levels around level 100.  As a result, a player who is
level 100+ in some skills and only about level 10 in some non-combat skills will
only lose 3% of the high-level skills (max 3 levels) but will lose the full 15%
of the other skills.  This is what is wrong: the current system artificially
limits the loss for the skills in which the player has reached a high level, but
still deals the full penalty to the other skills.  If the system would be fair,
there would be no death_penalty_levels limit and the player should lose 10 
levels
or more of the high-level skills (with the current exp_table B).  This may
sound much in terms of levels, but this only represents 15% of the exp.  Then it
becomes obvious that levels are gained (and lost) too easily near the high
levels.

As I wrote several times (do I sound like a broken record yet?), the correct way
to fix this is to use a progressive exp_table and get rid of artificial limit
caused by death_penalty_levels.  If after doing that there are still concerns
about the fact that losing 15% exp hurts too much, then the right thing to do
would be to change the death penalty to 10% or so.

Personally, I think that a 10% death penalty would be better than 15% (at least
as long as there are some instant death traps in the game) and an exp_table
that uses a constant ratio of +10% between levels would also be better.  As a
result, each death would cause the loss of approx. 1 level in each skill and
there would not be this unfair difference between high and low levels.

-Raphaël

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Re: [crossfire] stat loss and highly specialized players

2006-09-19 Thread Raphaël Quinet
On Tue, 19 Sep 2006 12:03:54 -0500, Kevin R. Bulgrien [EMAIL PROTECTED] 
wrote:
 I believe the player whose rant spawned this thread levels overall experience 
 in one or two skills that are directly related to 
 killing monsters.  This means his character could conceivably revert to a new 
 player in all but one or two skills after several 
 deaths.

See my other message.  One problem is that with the current exp_table and
the artificial limit introduced by death_penalty_levels, you may only lose
3% of your high-level skills when you die, while you lose a full 15% of
your low-level skills.

So you currently lose exp up to five times slower in the high-level skills,
which increases the difference over time and keeps the high-level skills
relatively high while the other ones converge towards 0.  This is
especially obvious after multiple deaths.

It took me a while to understand this phenomenon (although I just had to
look at the exp_table and it should have been obvious) but now that I saw
the problems caused by the current exp_table, I am trying hard to get it
changed.  It's a pity that death_penalty_levels hides the real problem
and causes people to report the wrong problems or to propose other
workarounds.

 This tends to be quite discouraging to a player, and can spawn a feeling that 
 one is weaker at level blah than he was at level 
 blah - 10.

Sad, but not surprising if you lose exp in the low levels 5 times faster.

 I also still believe there is an anomaly in the game with respect to overall 
 experience at least.  I have seen overall experience 
 jump inexplicably from time to time where I cannot justify it by gameplay.  
 An anomally like that that does not also affect 
 individual skill experience would also tend to exaggerate the difference 
 between one's overall level and the relative strength of 
 the character.

Well, some monsters are worth quite a lot of exp points.  If you kill
them with the right skill, you can level up rather quickly.

-Raphaël

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