Alex Schultz wrote:
Hi,
I'm currently making a bot framework with a GUI display similar to a normal
client in python. I have managed to impliment handling for the map protocol in a
way that works quite well except for a few obscure bugs, one of which I'm
wondering if anybody has any idea about.
Here is the script I had for Crown card game, it's less worked out than I
remembered so there's not much to it but the idea is nice I think. I'd have to
make graphics the other red and green suits for the cards...I think I'd just
add a stripe of colour on the top and bottom opposing corners - t
When I started playing, I found it strange that stat potions gave permanent
stat increases and that you could find then as low as level 5-6. I seemed to me
you could max out your stats pretty quick. I've always thought this was really
overkill and that they should give a temporary increase (hour
Hi,
I'm currently making a bot framework with a GUI display similar to a normal
client in python. I have managed to impliment handling for the map protocol in a
way that works quite well except for a few obscure bugs, one of which I'm
wondering if anybody has any idea about.
I've noticed that oft
Nicolas Weeger <[EMAIL PROTECTED]> writes:
> With current CVS GTK client, there's a big display issue with
> multiplart images.
> Client apparently keeps old parts in memory, and won't erase'em.
> Casting spells doesn't change display, but using dimension door (thus
> invalidating cache) fixes the
Mark Wedel wrote:
> Some random ideas I've had:
Here is another idea:
Currently improvement potions are not very useful because you become
"perfect" at level 10 or so. That is, you need at most 30 improvement
potions for your character.
A solution could be:
1. Make the improvement potions usefu
Mark Wedel wrote:
> 1) As a dragon player, I find that at some point I just have stat
> potions piling up since I have no real use for them (can't make
> weapons that are usable). One thought I have would be to allow players
> to effectively go beyond max stats, but only rarely (say 1% chance of
>
Hello.
With current CVS GTK client, there's a big display issue with
multiplart images.
Client apparently keeps old parts in memory, and won't erase'em.
Casting spells doesn't change display, but using dimension door (thus
invalidating cache) fixes the trouble.
So I'd guess it's related to caching
I think stats should be capped. OTOH, it would be kinda like throwing away
the stat potions. My opinions on stat potions:
1. very rare -- I know it won't help too much since there are always people
willing to give them away to others. :)
2. beyond racial stat cap, the stat potions could hav
Mark Wedel <[EMAIL PROTECTED]> writes:
> I personally don't have an issue if a character can get straight 30 stats.
In my opinion, it does make it more boring if characters with straight 30 stats
become too common
> Unless the odds are really low, I think that even a cap of 35 would be
> reach
On 7/5/05, Alex Schultz <[EMAIL PROTECTED]> wrote:
>
> Yeah, now that I think about it, keeping the the cap at 30 except making an
> exception for equipment where equipment can raise the stat up to a higher
> value
> (I personally thing 35 would be sufficent, 40 or 50 seem too extreme)
Although
Lalo Martins <[EMAIL PROTECTED]> writes:
>
> keep the character stat cap at 30 (or raise it to 35 at best), and raise
> the cap for (normal stat + equipment) to 40 or 50. That should do the
> trick.
Yeah, now that I think about it, keeping the the cap at 30 except making an
exception for equipm
Anton Oussik <[EMAIL PROTECTED]> writes:
> On 7/5/05, Mark Wedel <[EMAIL PROTECTED]> wrote:
> > I'm inclined not to raise the cap. It's basically a never ending max if
> > we
> > do.
>
> Raising the cap (or, indeed, removing it alltogeter) would change the
> way the game is played. It's an i
On Tue, Jul 05, 2005 at 02:46:53PM +0800, Lalo Martins wrote:
> There is a general feeling in the mailing list that we want to encourage
> two other kinds of gaming experience; the inter-player interaction and
> teaming (think mmorpg - to my knowledge crossfire is one of the first
> mmorpg! and nev
On 7/5/05, Lalo Martins <[EMAIL PROTECTED]> wrote:
> What I thought is, by mass-slaughter, you can, as reported in that
> thread, get to level 90 quite fast. This makes it more or less
> mechanical for the level-seekers - and a mechanical game gets boring
> quick. It also makes it uninteresting f
On 7/5/05, Mark Wedel <[EMAIL PROTECTED]> wrote:
> I'm inclined not to raise the cap. It's basically a never ending max if we
> do.
Raising the cap (or, indeed, removing it alltogeter) would change the
way the game is played. It's an interesting idea, but I feel it would
cause more problems t
> Andrew Fuchs wrote:
> > That brings in the question, of if there should be a cartography
> > skill, and if map makers should be able to restrict it's use on some
> > maps.
Thus brings out an interesting idea - map shops. You buy a map set in
a shop, and when you enter a map, if a map for it is o
keep the character stat cap at 30 (or raise it to 35 at best), and raise
the cap for (normal stat + equipment) to 40 or 50. That should do the
trick.
And so says Mark Wedel on 05/07/05 14:16...
> If the stat limit were to be raised, I'd be inclined to do something a
> bit more radical that incre
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