Re: [crossfire] Materials

2011-06-26 Thread Kevin Bulgrien
Rick pretty well summarized my feelings on the matter... nice concept in theory 
if unintended side rffects on stacking etc. were dealt with, but that seems a 
big challenge considering current game mechanics and what not.

Rick Tanner  wrote:

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>> I wonder whether to enable that (extended material) support by default and 
>> fix 
>> issues, or totally remove it.
>> 
>> What do you think?
>
>What I found to be irritating about the material code was it made
>inventory management much more annoying.
>
>Specific example was Boots of speed. Instead of have (let's say..) a
>stack of 6 boots, you would see all individual boots because they were
>all made of different material (leather, snakeskin, etc.)
>
>So, only way to see that items were made of different materials is to
>have them show up individually in your inventory or item stack.
>
>On a side note..
>
>As I recall, the intent of the original author was to deploy a questing
>system where a NPC would ask for something like a gold dagger and then
>the player would provide that to get a new item request (i.e., granite
>stone axe.)
>
>I personally liked such a concept, but not enough to really want to
>endure the issues it causes and mentioned above.
>
>So, unless some new ways to deploys this can come together, I would vote
>for removing this feature.
>
>
>
>
>
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Re: [crossfire] Materials

2011-06-26 Thread Rick Tanner
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> I wonder whether to enable that (extended material) support by default and 
> fix 
> issues, or totally remove it.
> 
> What do you think?

What I found to be irritating about the material code was it made
inventory management much more annoying.

Specific example was Boots of speed. Instead of have (let's say..) a
stack of 6 boots, you would see all individual boots because they were
all made of different material (leather, snakeskin, etc.)

So, only way to see that items were made of different materials is to
have them show up individually in your inventory or item stack.

On a side note..

As I recall, the intent of the original author was to deploy a questing
system where a NPC would ask for something like a gold dagger and then
the player would provide that to get a new item request (i.e., granite
stone axe.)

I personally liked such a concept, but not enough to really want to
endure the issues it causes and mentioned above.

So, unless some new ways to deploys this can come together, I would vote
for removing this feature.





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[crossfire] Materials

2011-06-26 Thread Nicolas Weeger
Hello.


In the code is support for "NEW_MATERIAL_CODE".


Enabling it randomizes the material for many items, leading to proliferation 
of items with different materials and properties (more damage to weapons, 
different resistances, and such).


Material support is half-written for multiple combinations (iron + paper for 
instance), but not totally everywhere.


I wonder whether to enable that (extended material) support by default and fix 
issues, or totally remove it.


What do you think?



Regards


Nicolas
-- 
Mon p'tit coin du web - http://nicolas.weeger.org


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