Re: [crossfire] Death Penalty, was Re: IRC traffic for Sunday Oct 22

2006-10-27 Thread Alex Schultz
Mark Wedel wrote:
 Alex Schultz wrote:
   
 Another interesting possible choice would be to complete some sort of
 quest that takes a while to complete and isn't the same every time.
 Perhaps put in a riddle generator and other little things. It would have
 the same sort of effect as time loss, only would be less boring for the
 player.
 

   That could just be annoying, however, if it is actually a requirement.

   And if it actually gives any benefit to the character (items, exp, 
 whatever), 
 then that becomes less a deterant. Plus, it seems that any maps we can make 
 should be generally available.
I was thinking of it being not a requirement but an option if there's a
choice of things to do. I would agree it wouldn't work so well as a
requirement. Also, I'm thinking of having it in the format of something
like a largish randomly generated maze, perhaps with a few 0 exp
monsters that based on the level it should be able to beat easily
regardless of race/etc., with a riddle at the exit, and the option for
the player to go back and choose a different option at any time if they
feel stuck. I feel this option could be useful to give players another
way out when they don't feel they can afford to give up any stats or
tons of money, while being a slightly more interesting penalty than a
time penalty.

Alex Schultz

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Re: [crossfire] Death Penalty, was Re: IRC traffic for Sunday Oct 22

2006-10-26 Thread Alex Schultz
Mark Wedel wrote:
   A choice between death penalties is interesting.  But then you have to ask 
 what the penalties are.  Obvious choices:
 - exp loss
 - stat loss
 - monetary loss
 - time loss (character/player has to sit a while?)
 - other?
Another interesting possible choice would be to complete some sort of
quest that takes a while to complete and isn't the same every time.
Perhaps put in a riddle generator and other little things. It would have
the same sort of effect as time loss, only would be less boring for the
player.

Alex Schultz

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Re: [crossfire] Death Penalty, was Re: IRC traffic for Sunday Oct 22

2006-10-26 Thread Mark Wedel
Alex Schultz wrote:
 Mark Wedel wrote:
   A choice between death penalties is interesting.  But then you have to ask 
 what the penalties are.  Obvious choices:
 - exp loss
 - stat loss
 - monetary loss
 - time loss (character/player has to sit a while?)
 - other?
 Another interesting possible choice would be to complete some sort of
 quest that takes a while to complete and isn't the same every time.
 Perhaps put in a riddle generator and other little things. It would have
 the same sort of effect as time loss, only would be less boring for the
 player.

  That could just be annoying, however, if it is actually a requirement.

  And if it actually gives any benefit to the character (items, exp, whatever), 
then that becomes less a deterant. Plus, it seems that any maps we can make 
should be generally available.



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[crossfire] Death Penalty, was Re: IRC traffic for Sunday Oct 22

2006-10-25 Thread Mark Wedel
Alex Schultz wrote:

 Death penalties:
 -One of the things that bugs players the most

  I wonder if this is somewhat tied to some of the other points raised 
elsewhere, where players can die very easily.  I have a feeling that if you had 
to be really stupid to die (have a low level character wander into a high level 
dungeon), deaths would be less common, and thus the death penalty wouldn't be 
so 
much an issue.

 -Remove them?
 -A limbo map?
 -a choice between certain penalties?
 -Could make them more tangible

  There are already a fair number of values in the settings file that could 
control this.  I image if you set the death_penalty_percentage to 0, you 
wouldn't lose exp.  I don't see any option to remove the depletion on death, 
but 
that would be an easy change to make.

  I'm not sure what the limbo map gets us.

  A choice between death penalties is interesting.  But then you have to ask 
what the penalties are.  Obvious choices:
- exp loss
- stat loss
- monetary loss
- time loss (character/player has to sit a while?)
- other?

  The problem I think is that this is almost the same thing as removing the 
death penalty - a player at any decent level is going to choose the penalty 
that 
doesn't hurt.  Eg, at relatively modest level, you can get potions of life, so 
the stat depletion isn't a big deal (if we change it to actual stat loss, that 
could be more a deal).

  If it means the character can't be played for half an hour or something, it 
means you grab dinner or a snack, or play a different character.

  The monetary one could be a way to remove money from the game.  I do think 
the 
losses have to be tied somehow together, something like:

1 exp = 1 platinum = 1 stat point

  type of thing.  Time loss should probably be fixed no matter what the loss.


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