Re: [crossfire] Proposal for artifacts changes

2011-10-16 Thread Mark Wedel
On 10/16/11 04:21 AM, Nicolas Weeger wrote: Hello. I'd like to change artifacts handling by introducing archetypes for all artifacts combos. So for instance, for the 'Thieves' artifacts, an archetype named '__ring_Thieves' would be generated with the relevant properties, and used for the actua

Re: [crossfire] skill/class cost table

2011-10-16 Thread Mark Wedel
On 10/16/11 02:06 AM, Nicolas Weeger wrote: 2) Skill Scrolls get removed, and characters know all of those skills. However, skills start at level 0, and must be increased to level 1 before they are usable. For example, a knight character starts out at with fire magic at level 0. He can use 8 A

Re: [crossfire] exp loss changes

2011-10-16 Thread Mark Wedel
On 10/16/11 02:12 AM, Nicolas Weeger wrote: One way to work around this is that if a character has an exp loss, and permanent exp is in place, when they regain it, some of it goes to his total. I think perm exp can be used for two goals: - enable even really unskilled or unlucky players to

[crossfire] Proposal for artifacts changes

2011-10-16 Thread Nicolas Weeger
Hello. I'd like to change artifacts handling by introducing archetypes for all artifacts combos. So for instance, for the 'Thieves' artifacts, an archetype named '__ring_Thieves' would be generated with the relevant properties, and used for the actual ring of Thieves. There would be various '

Re: [crossfire] exp loss changes

2011-10-16 Thread Nicolas Weeger
> One way to work around this is that if a character has an exp loss, and > permanent exp is in place, when they regain it, some of it goes to his > total. I think perm exp can be used for two goals: - enable even really unskilled or unlucky players to level up even if they die a lot ; in whi

Re: [crossfire] skill/class cost table

2011-10-16 Thread Nicolas Weeger
Hello. Thanks for the updates on the new skill system, sounds really nice :) > 1) Races modify skill costs instead of giving skills at fixed costs. I > think this is more interesting - as noted on the page, fixed point skills > didn't work out - if the cost of the skill is greater than the cla