Re: [crossfire] races

2010-05-30 Thread Mark Wedel
On 05/29/10 02:11 AM, Nicolas Weeger wrote: If a troll tries to play a mage, he is in bad shape. While putting warnings up might be nice, I'm not sure of a good mechanic to do that. Perhaps in those cases, just having the class description make it clear, something like 'Power is a key

Re: [crossfire] races

2010-05-29 Thread Nicolas Weeger
My problem right now isn't as much combos that are hard to play, but races in which any choice of class is hard to play (aka unplayable races). Then let's have those races with a big not checked for balance! warning :) If a troll tries to play a mage, he is in bad shape. While putting

Re: [crossfire] races

2010-05-26 Thread igniz revolver
I haven't been folowing this entire thread but I made some comments on the classes (specifically caster classes) that may be relevant to the discussion. I think the maths of the caster classes could be addressed, specifically how their mana regeneration is handled and their mana levels. Also,

Re: [crossfire] races

2010-05-26 Thread Mark Wedel
On 05/25/10 11:35 PM, Nicolas Weeger wrote: Hello. Yes - I was thinking something similar could be done (either as advanced option or some goal like you describe). More player input would probably be desirable. I'm not sure how much/appreciated it would be that after you complete

Re: [crossfire] races

2010-05-23 Thread Kevin Bulgrien
Maybe - certainly the quest giver may vary information based on how he likes other races. And that could make it more interesting to play in parties, to share quest knowledge. It could certainly be interesting if alternate towns are added. While trolls may not be liked in

Re: [crossfire] races

2010-05-22 Thread Nicolas Weeger
Maybe - certainly the quest giver may vary information based on how he likes other races. And that could make it more interesting to play in parties, to share quest knowledge. True, but probably the two would be a bit too similar to have both (just like northman + human, while there

Re: [crossfire] races

2010-05-22 Thread Nicolas Weeger
I've created a wiki page which is a summary and table of changes: http://wiki.metalforge.net/doku.php/user:mwedel:characters Nice, thanks :) There are a couple good races for thieves, but IMO crossfire does not have good thief support yet. Until such time it does, I don't think I

Re: [crossfire] races

2010-05-22 Thread Mark Wedel
On 05/22/10 04:22 AM, Nicolas Weeger wrote: There are a couple good races for thieves, but IMO crossfire does not have good thief support yet. Until such time it does, I don't think I want to present those choices (and so likewise, thief type classes will get removed). Simply put, I don't

Re: [crossfire] races

2010-05-16 Thread Nicolas Weeger
But one thing I was thinking about is what are appropriate races, from a game view standpoint, to make available. For example, dwarves, elves, humans, half orcs, dragons, trolls, gnomes, northmen, and wraiths are all fairly common creatures in the world that the player will meet/fighter

Re: [crossfire] races

2010-05-16 Thread Mark Wedel
On 05/16/10 12:58 AM, Nicolas Weeger wrote: But one thing I was thinking about is what are appropriate races, from a game view standpoint, to make available. For example, dwarves, elves, humans, half orcs, dragons, trolls, gnomes, northmen, and wraiths are all fairly common creatures in

[crossfire] races

2010-05-14 Thread Mark Wedel
Lost in some of the other discussion is races. For the most part, they don't need a lot of work - they give some stat bonuses and some skills, but generally not weapon skills. But one thing I was thinking about is what are appropriate races, from a game view standpoint, to make

Re: [crossfire] races, classes, and play style

2010-05-04 Thread Robert Brockway
On Sat, 1 May 2010, Mark Wedel wrote: I personally favor #3, #2, and #1 in that order (I like #3 the best). My I agree. Classs (or races) could have any combination of the following: * Exclusive skills * Skills with favourable XP tables * Skills with unfavourable XP tables * Prohibited

Re: [crossfire] races, classes, and play style

2010-05-04 Thread Nicolas Weeger
I'd like to see that also - it certainly provides some better aim than just wander around and kill things (and lets be honest, even some of the very simple games like nethack, wizardry I, ultima I, etc at least had some goal). I think that leveling up may be seen as what you do in

Re: [crossfire] races, classes, and play style

2010-05-04 Thread Nicolas Weeger
I personally favor #3, #2, and #1 in that order (I like #3 the best). My I agree. Classs (or races) could have any combination of the following: * Exclusive skills * Skills with favourable XP tables * Skills with unfavourable XP tables * Prohibited skills +1 for choice #2.

Re: [crossfire] races, classes, and play style

2010-05-04 Thread Mark Wedel
Having played guild wars a lot, and aside from the pvp combat aspect, another thing to do after completing the quests is to get titles. There are around 30-40 titles. For some titles, just completing all the quests will get you pretty close to maxing it out (most titles have different

Re: [crossfire] races, classes, and play style

2010-05-03 Thread Nicolas Weeger
Hello. As per note in thread about new login method, figuring out what classes/races should be present really comes down to what type of play we want to have. Related to gameplay, I'd like to propose a shift on the aim of the game. Currently, the aim is to level up or find the best

Re: [crossfire] races, classes, and play style

2010-05-03 Thread Mark Wedel
On 05/ 3/10 12:53 PM, Nicolas Weeger wrote: Hello. As per note in thread about new login method, figuring out what classes/races should be present really comes down to what type of play we want to have. Related to gameplay, I'd like to propose a shift on the aim of the game.

Re: [crossfire] races, classes, and play style

2010-05-02 Thread Mark Wedel
On 05/ 2/10 06:13 AM, Kevin Bulgrien wrote: But perhaps this also goes back to my playing ADD, and fact that most games have some for of class restriction. I also think that such a system may generate more player interaction - if I can do every class really well on one character, not as

[crossfire] races, classes, and play style

2010-05-01 Thread Mark Wedel
As per note in thread about new login method, figuring out what classes/races should be present really comes down to what type of play we want to have. I know this has been discussed before, but opinions change, so I thought I'd restart the conversation. This much more drives classes