Re: [crossfire] Question - Non-friendly maps

2015-11-23 Thread Rick Tanner
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On 11/23/15 8:57 PM, Matthew Giassa wrote:
> 
> Case in point: Ancient Pupland Volcano Quest for WDSM: ... followed
> by a 1/9th chance of getting the desired reward.

This was by intent and design of the map creator. WDSM is an extremely
powerful artifact that is very difficult to reach and requires a huge
amount of luck to to acquire - which is also the reason why the hall
of fame lists those who have obtained WDSM from that quest.

(There is another way, but one has to be insanely lucky to acquire it
through the Pup Land raffle.)

> Also, the Somarok quest, where the first level is riddled with 
> ultra-fast characters that annihilate a level 110 character with
> top tier gear in seconds.

The Somarok maps were designed for level 110+ players with the combat
system that was/is in place in Trunk (now part of the main releases
for multiple years - maybe 5+ now.)

The maps difficulty is definitely end game content to challenge player
skill level and in-game character abilities and equipment choices.

> Has there been a massive change in AC/WC/Speed/HP/Level balancing
> over the past couple of years?

Yes, combat has been slowed down to give players a chance to react and
respond to monster movement, etc.








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[crossfire] Question - Non-friendly maps

2015-11-23 Thread Matthew Giassa


I've played this game on-and-off for nearly two decades now, mostly 
source-diving to gain bits of insight with respect to writing an online 
tile-based game. I've been using a private server plus MetalForge for 
testing, and it seems some of the maps on MF are designed solely to 
frustrate players unless they too want to source-dive or (ab)use map 
editors (ie: Deliantra's online map viewer) to make maps easier.


Case in point: Ancient Pupland Volcano Quest for WDSM: a lengthy quest 
to get a key, followed by running through a room of deathtraps (ie: 4x 
"Soul Detectors" with all sorts of nasty stuff attacking you from every 
angle like jumping into a fish tank of piranhas), followed by a 1/9th 
chance of getting the desired reward.


Also, the Somarok quest, where the first level is riddled with 
ultra-fast characters that annihilate a level 110 character with top 
tier gear in seconds. This is manageable, but only with a select set of 
player combinations.


Has there been a massive change in AC/WC/Speed/HP/Level balancing over 
the past couple of years? It seems the only way to legitimately get past 
these obstacles is abusing in-game exploits (ie: "cause red death", 
"divine shock"), and various race/class/cult combinations cannot proceed.


Thoughts/comments?

Thanks.

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