Re: [crossfire] Game change proposals

2014-12-27 Thread DraugTheWhopper

 What about mini-games?

 For instance, instead of a mere lockpicking, you actually have to use the
 picks in the right order in a limited time to pick a lock - if you fail,
 you
 trigger the traps, of course.


Don't think I like this. Maybe as some people suggested about using a
minigame for important doors, but I don't think minigames are very
conducive to CF's atmosphere.



 What about changing alchemy (including the jeweler etc. variants)?

 For each formulae you start with a ~3% chance of success. You succeed? Get
 3
 to 5 points. Failure? Get 0-1 point (failure is a valuable lesson, after
 all
 :)). Capped to ~90%. And maybe not giving global experience.

 What about random (ie player-dependant) parameters? You have more success
 during certain hours, or outside vs inside, or...?


Nice. I'm interested in ways to revamp crafting.


Then reduce the dropped items. I mean, so much junk!


All part of the fun! After all, real adventurers would need to wade through
corpses, body parts, and paraphernalia to find the valuables.


 Then, slowing (a lot) combat, making it more tactical. Instead of a zillion
 monsters, some hard to defeat monsters, where you can use all your skills
 and
 items, and attempt various combinations.

 Then various effects on weapons: stun, knock back, confuse, slow, etc.

 Reduce the zillion elemental attacks to a lower number (6? 8?), other
 things
 are side effects.


Interesting, but I fondly remember the twitchy, fastpaced nature of CF in
the old days(think monochrome cfclient). Granted, I was playing that on a
LAN server rather than internet, and that was before spell casting took
time, etc.

Just my two cents. I have strong feelings about many things, so I have to
be careful how I let them out. :)

--Nathan
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Re: [crossfire] Game change proposals

2014-07-08 Thread Otto J. Makela
How do you envision the in-game lockpicking skill to change these minigames?
It really should, shouldn't it?

Also, even now, for higher-level characters it is still quite often easier to
bash in a door than to stop to pick them (as you gain lockpicking skill levels
really slowly). Adding fairly lengthy games like this will in their case just
end up meaning more bashed doors...

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Re: [crossfire] Game change proposals

2014-07-08 Thread Nicolas Weeger
 It's difficult to tell where each section ends; in the final version
 it might be useful to highlight the current segment.

Yes, or make the connecting part a different color ;)


 How would breaking a pick be represented in the game? Will there be a
 separate item for each pick depicted, or will breaking a pick cause
 the single lockpick item to be destroyed/damaged?

Break a pick, it's destroyed, probably.


 Yes, if used sparingly. I would not want to go through this entire
 process when picking every single lock. But, this would make sense
 when picking an important lock.

Or let the player choose whether to manually pick, or automatically pick (or 
bash :)).



Regards


Nicolas


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Re: [crossfire] Game change proposals

2014-07-08 Thread Nicolas Weeger
 I also found it a bit hard to identify where each section ended, which
 made the minigame a little confusing in the beginning.

It's a proof of concept, not a final product :)



 I'm also worried about the frequency of this and other minigames that
 might arise from these changes, while they can be fun when used in very
 specific situations, otherwise they just compromise immersion by
 forcing you out of the main game focus.

Define main game focus :)


 Much like how modern games are plagued by quick time events, which are
 anything but a good thing, and I'd hate to see crossfire fall to the
 same trap.


It could be optional, on a per player basis.



Regards


Nicolas


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Re: [crossfire] Game change proposals

2014-07-08 Thread Nicolas Weeger
   I know some other games have an idea of you can either play the minigame
 (at which point it is largely player skill and the character skill makes
 it easier), or a quick 'use character' skill type thing which is probably
 less prone to work, but also very fast (and in the case of failures,
 lockpicks break)

That's a solution, yes.


 
   From the initial description, it sounds like each pick has 2 ends, and
 the player also has to choose which end to use.  I also wonder if that
 complication is worth it - each pick having a single end so no rotation is
 necessary would seem to keep the game the same, but make the
 interface/play simpler

Maybe...

The rotation is to make some more challenge, sometimes you need to figure where 
the right pick is ;)



 (an as an aside, it would seem like this type of
 thing would need some client support,

Yup, quite possibly.



 and I could certainly see a client
 basically breaking apart the lockpick into its two halves, rotating one of
 them, and when the player clicks on one, determines which pick that is and
 if an orientation change is needed)
 
   Of course, with all that talk, I then wonder how long until someone makes
 a 'lockpicking plugin' for the client which just figures out everything on
 its own.  Though that becomes more a player choice thing, as with enough
 plugins, the game can play itself.

Yes, see Zebulon.

That part is totally out of concern for me - the game will probably be 
optional, so just skip it.




   One other question - in the example you give, there are 5 components that
 need to be picked.  Presuming lockpicks need to be found/bought, if the
 character is lacking one of the picks, are they just out of luck?

I'd say most locks are regular components, and you have the corresponding 
picks.

But special doors could have special components, so you need to find the right 
pick through eg a quest :)



Regards


Nicolas


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Re: [crossfire] Game change proposals

2014-07-08 Thread Nicolas Weeger
 How do you envision the in-game lockpicking skill to change these
 minigames? It really should, shouldn't it?

More time to pick the lock, less chance to break a pick when mistaking, 
probably?


 Also, even now, for higher-level characters it is still quite often easier
 to bash in a door than to stop to pick them (as you gain lockpicking skill
 levels really slowly). Adding fairly lengthy games like this will in their
 case just end up meaning more bashed doors...


So the game could be optional :)



Regards


Nicolas


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Re: [crossfire] Game change proposals

2014-07-07 Thread Mark Wedel

On 07/ 6/14 11:57 AM, Bloody Shade wrote:

I also found it a bit hard to identify where each section ended, which made the
minigame a little confusing in the beginning.

I'm also worried about the frequency of this and other minigames that might
arise from these changes, while they can be fun when used in very specific
situations, otherwise they just compromise immersion by forcing you out of the
main game focus.
Much like how modern games are plagued by quick time events, which are anything
but a good thing, and I'd hate to see crossfire fall to the same trap.


 I know some other games have an idea of you can either play the minigame (at 
which point it is largely player skill and the character skill makes it easier), 
or a quick 'use character' skill type thing which is probably less prone to 
work, but also very fast (and in the case of failures, lockpicks break)


 From the initial description, it sounds like each pick has 2 ends, and the 
player also has to choose which end to use.  I also wonder if that complication 
is worth it - each pick having a single end so no rotation is necessary would 
seem to keep the game the same, but make the interface/play simpler (an as an 
aside, it would seem like this type of thing would need some client support, and 
I could certainly see a client basically breaking apart the lockpick into its 
two halves, rotating one of them, and when the player clicks on one, determines 
which pick that is and if an orientation change is needed)


 Of course, with all that talk, I then wonder how long until someone makes a 
'lockpicking plugin' for the client which just figures out everything on its 
own.  Though that becomes more a player choice thing, as with enough plugins, 
the game can play itself.


 One other question - in the example you give, there are 5 components that need 
to be picked.  Presuming lockpicks need to be found/bought, if the character is 
lacking one of the picks, are they just out of luck?




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Re: [crossfire] Game change proposals

2014-07-06 Thread Kevin Zheng
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 07/05/2014 14:37, Nicolas Weeger wrote:
 Finally had time to make a small POC of a mini-game related to
 lockpicking :)
 
 On the top, your picks. Bottom, the lock components to pick (left
 to right).

It's difficult to tell where each section ends; in the final version
it might be useful to highlight the current segment.

 Aim: use the picks in the correct order to pick the 5 lock
 components.

Sounds reasonable.

 Obvious improvements would be better graphism, and chance of
 breaking a pick if you use the wrong one! And of course removing
 the hints :D

How would breaking a pick be represented in the game? Will there be a
separate item for each pick depicted, or will breaking a pick cause
the single lockpick item to be destroyed/damaged?

 Would thid kind of minigame be fun for CF?

Yes, if used sparingly. I would not want to go through this entire
process when picking every single lock. But, this would make sense
when picking an important lock.

Thanks,
Kevin Zheng
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Re: [crossfire] Game change proposals

2014-07-06 Thread Bloody Shade
I also found it a bit hard to identify where each section ended, which 
made the minigame a little confusing in the beginning.


I'm also worried about the frequency of this and other minigames that 
might arise from these changes, while they can be fun when used in very 
specific situations, otherwise they just compromise immersion by 
forcing you out of the main game focus.
Much like how modern games are plagued by quick time events, which are 
anything but a good thing, and I'd hate to see crossfire fall to the 
same trap.


On 7/6/2014 3:47 PM, Kevin Zheng wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 07/05/2014 14:37, Nicolas Weeger wrote:

Finally had time to make a small POC of a mini-game related to
lockpicking :)

On the top, your picks. Bottom, the lock components to pick (left
to right).

It's difficult to tell where each section ends; in the final version
it might be useful to highlight the current segment.


Aim: use the picks in the correct order to pick the 5 lock
components.

Sounds reasonable.


Obvious improvements would be better graphism, and chance of
breaking a pick if you use the wrong one! And of course removing
the hints :D

How would breaking a pick be represented in the game? Will there be a
separate item for each pick depicted, or will breaking a pick cause
the single lockpick item to be destroyed/damaged?


Would thid kind of minigame be fun for CF?

Yes, if used sparingly. I would not want to go through this entire
process when picking every single lock. But, this would make sense
when picking an important lock.

Thanks,
Kevin Zheng
-BEGIN PGP SIGNATURE-
Version: GnuPG v2
Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/

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Re: [crossfire] Game change proposals

2014-07-05 Thread Nicolas Weeger
Hello.


Finally had time to make a small POC of a mini-game related to lockpicking :)


You can see it at http://nicolas.weeger.org/lp/index.html

On the top, your picks. Bottom, the lock components to pick (left to right).


Aim: use the picks in the correct order to pick the 5 lock components.


Red square is currently selected pick.

Arrows move selection (wrapping on limits). Space rotate (active pick is the 
right part). Enter uses on lock component.


To make it easier to figure, on the bottom you have a number (how many 
components you picked), then 2 numbers, currently selected pick's value and 
next lock component's value, so just match them and hit enter :)


Obvious improvements would be better graphism, and chance of breaking a pick 
if you use the wrong one! And of course removing the hints :D



Would thid kind of minigame be fun for CF?



Regards


Nicolas


Le jeudi 12 juin 2014 20:35:55, Nicolas Weeger a écrit :
 Hello.
 
 
 I'd like to change various things in the game, to make it funnier (IMO) in
 non combat aspects. So here are random proposals.
 
 
 
 What about mini-games?
 
 For instance, instead of a mere lockpicking, you actually have to use the
 picks in the right order in a limited time to pick a lock - if you fail,
 you trigger the traps, of course.
 
 [bonus points to who knows the old game I'm getting inspiration from :)]
 
 
 
 
 
 
 What about changing alchemy (including the jeweler etc. variants)?
 
 For each formulae you start with a ~3% chance of success. You succeed? Get
 3 to 5 points. Failure? Get 0-1 point (failure is a valuable lesson, after
 all
 
 :)). Capped to ~90%. And maybe not giving global experience.
 
 What about random (ie player-dependant) parameters? You have more success
 during certain hours, or outside vs inside, or...?
 
 
 
 
 Then reduce the dropped items. I mean, so much junk!
 
 
 
 
 Then, slowing (a lot) combat, making it more tactical. Instead of a zillion
 monsters, some hard to defeat monsters, where you can use all your skills
 and items, and attempt various combinations.
 
 Then various effects on weapons: stun, knock back, confuse, slow, etc.
 
 Reduce the zillion elemental attacks to a lower number (6? 8?), other
 things are side effects.
 
 
 
 
 
 
 Thoughts? Flames? Ideas?
 
 
 
 Regard
 
 Nicolas


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Re: [crossfire] Game change proposals

2014-06-17 Thread Nicolas Weeger
Hello.


   Makes sense - would the lockpicks be consumed (or perhaps break) on
 failed attempts?  That might be another way to limit special door access -
 yes, you can pick it, but the lockpicks themselves are rare and/or
 expensive, so may not be worth it just for the sake of doing it.

Yup, breaking chance, especially if you use the wrong one :)



   I had thought of the second treasure list - the problem, is you could get
 a case where the creature is firing arrows at you, but drops something
 completely unrelated.  Other games do that (often getting items completely
 unrelated to what the creature is using), but IMO, it is nicer if what is
 dropped matches what the creature had.

(snipped)


Yes, that's indeed an issue...

Though maybe we could make probabilities based on the item.

If it's a standard item, low drop probability (so you don't get too much 
junk), but it's an artefact, or a special item, then 100% probability, or a 
much higher one.



   I guess it depends exactly how those chances work.  Is it a level
 comparison + random factor?  or you do the attack and it happens?

Implementation details :)

It really depends, not sure.

Probably a random factor, maybe adjusted on level.



   Maybe - that has always been a bit of challenge - trying to figure out
 exactly what crossfire is or should be.

Yes :)


Which is why I'm thinking of doing something different ;)


Regards


Nicolas


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Re: [crossfire] Game change proposals

2014-06-16 Thread Mark Wedel

On 06/14/14 02:17 PM, Nicolas Weeger wrote:

Hello.



   I'm not familiar to the original game, but I'd be careful with anything
that is too time sensitive.  I'd also like a better idea of what you
envision.  Is it something like there are 10 (or 20) different lockpicks
in the game, and the character has to use them in the right order?
Presumably, the lockpick skill should still come in to play in some way
for this also (amount of time to pick the lock, or perhaps some amount of
not needing the precise lockpicks or something)


Something like that, yes - you need to use the correct lockpicks in the
correct order.

So you could have special doors requiring a special lockpick found in a
special place.


 Makes sense - would the lockpicks be consumed (or perhaps break) on failed 
attempts?  That might be another way to limit special door access - yes, you can 
pick it, but the lockpicks themselves are rare and/or expensive, so may not be 
worth it just for the sake of doing it.




   That is a big change, and probably fairly simple to do - most other games
do this (those creatures may be attacking you with axes, but you don't get
all those weapons when you kill them).  Likewise, even of the items that
are out there, one could reasonably ask do we really need the number of
different swords out there that vary by a minor detail.  I know some games
do this, but that is more related to skins (this sword looks cool) - with
the way crossfire is, that really isn't the case.


I was thinking of adding a second treasure list to monsters, which contains
items to drop at death.

Would need to figure how to make steal work, though.


 I had thought of the second treasure list - the problem, is you could get a 
case where the creature is firing arrows at you, but drops something completely 
unrelated.  Other games do that (often getting items completely unrelated to 
what the creature is using), but IMO, it is nicer if what is dropped matches 
what the creature had.


 I know sometimes in crossfire you are fighting something and getting hit by 
some wand attack, and I think 'I want to kill that creature to get that wand'. 
With the proposed system, that might not happen, but would be nice to have a chance.


 So perhaps what could be done is the existing treasurelists modified with 
something like a 'drop_chance' value - if the item is generated, that represents 
that chance that the item actually drops.  At treasure creation time, the item 
could get marked with a flag based on that (I think FLAG_NO_DROP might already 
exist)


 That chance may be low, but at least you have a chance of getting what the 
creature is using.  For stealing, I think only allow items that will drop when 
the creature is killed to be stolen works, so that also fixes that problem.







   That would be good, but is also a major change - the vast majority of
maps would need to be refactored (maps with gobs of monsters would just be
unplayable).


Yes. On the other hand, it'd make for a nice map review :)


 Right - in some ways, it makes sense to do a bunch of big changes at one time 
for that reason - while reviewing maps for monster density, can also review them 
for doors, etc.







   Seems reasonable, though than in itself creates yet different issues (if
a player can use a weapon effectively enough to constantly keep a monster
stunned, probably makes for an easy combat)


Then the monster isn't that high level, is it?


 I guess it depends exactly how those chances work.  Is it a level comparison + 
random factor?  or you do the attack and it happens?




Or make it so the time the player needs to launch the stun attack is longer
that the actual stun.


 Yep - some games also have other melee related stats (fatigue, adrenaline, 
etc), and one could imagine that the special attacks cost more fatigue, and 
fatigue only really recovers out of combat - so you could enter combat, do a 
flurry of special attacks, but after that, are basically just left doing normal 
attacks or something.




   Agree - most of those are side effects.  The trickier part on some of
those is whether resistances should exist and how to then factor them in -
the number of attacks and number of resistances sort of go hand in hand.
While one could certainly come up with different logic to handle those,
that solution may just be more complicated.

   Note that if you did all the above changes, that is some fairly radical
changes to the game (attack rate and item drop). Though perhaps the second
comes from the first - if combat is a lot slower, that would then suggest
there are a lot fewer monsters, which should then mean a lot lower item
drop.


Yes, radical changes is what I'm thinking of.

There are a zillion hack-and-slash games. So maybe we should try something
different?


 Maybe - that has always been a bit of challenge - trying to figure out exactly 
what crossfire is or should be.



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Re: [crossfire] Game change proposals

2014-06-14 Thread Nicolas Weeger
Hello.


   I'm not familiar to the original game, but I'd be careful with anything
 that is too time sensitive.  I'd also like a better idea of what you
 envision.  Is it something like there are 10 (or 20) different lockpicks
 in the game, and the character has to use them in the right order? 
 Presumably, the lockpick skill should still come in to play in some way
 for this also (amount of time to pick the lock, or perhaps some amount of
 not needing the precise lockpicks or something)

Something like that, yes - you need to use the correct lockpicks in the 
correct order.

So you could have special doors requiring a special lockpick found in a 
special place.



 Another easy thing would be to have most chests locked - the player could
 bash them open, but might destroy the items inside.

Yes, could be done too :)


   That is a big change, and probably fairly simple to do - most other games
 do this (those creatures may be attacking you with axes, but you don't get
 all those weapons when you kill them).  Likewise, even of the items that
 are out there, one could reasonably ask do we really need the number of
 different swords out there that vary by a minor detail.  I know some games
 do this, but that is more related to skins (this sword looks cool) - with
 the way crossfire is, that really isn't the case.

I was thinking of adding a second treasure list to monsters, which contains 
items to drop at death.

Would need to figure how to make steal work, though.



   That would be good, but is also a major change - the vast majority of
 maps would need to be refactored (maps with gobs of monsters would just be
 unplayable).

Yes. On the other hand, it'd make for a nice map review :)



   Seems reasonable, though than in itself creates yet different issues (if
 a player can use a weapon effectively enough to constantly keep a monster
 stunned, probably makes for an easy combat)

Then the monster isn't that high level, is it?

Or make it so the time the player needs to launch the stun attack is longer 
that the actual stun.



   Agree - most of those are side effects.  The trickier part on some of
 those is whether resistances should exist and how to then factor them in -
 the number of attacks and number of resistances sort of go hand in hand. 
 While one could certainly come up with different logic to handle those,
 that solution may just be more complicated.
 
   Note that if you did all the above changes, that is some fairly radical
 changes to the game (attack rate and item drop). Though perhaps the second
 comes from the first - if combat is a lot slower, that would then suggest
 there are a lot fewer monsters, which should then mean a lot lower item
 drop.

Yes, radical changes is what I'm thinking of.

There are a zillion hack-and-slash games. So maybe we should try something 
different?



Regards


Nicolas


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Re: [crossfire] Game change proposals

2014-06-13 Thread Mark Wedel

On 06/12/14 11:35 AM, Nicolas Weeger wrote:

Hello.


I'd like to change various things in the game, to make it funnier (IMO) in non
combat aspects. So here are random proposals.



What about mini-games?

For instance, instead of a mere lockpicking, you actually have to use the
picks in the right order in a limited time to pick a lock - if you fail, you
trigger the traps, of course.

[bonus points to who knows the old game I'm getting inspiration from :)]


 I'm not familiar to the original game, but I'd be careful with anything that 
is too time sensitive.  I'd also like a better idea of what you envision.  Is it 
something like there are 10 (or 20) different lockpicks in the game, and the 
character has to use them in the right order?  Presumably, the lockpick skill 
should still come in to play in some way for this also (amount of time to pick 
the lock, or perhaps some amount of not needing the precise lockpicks or something)


 Of course, lockpicking and doors in general could use a bit of a revamp - too 
much is 'you must do the dungeon in this order, meaning get key A, which lets 
you get key B, etc'.  let those doors be pickable - perhaps they have really 
nasty traps if you don't use the key, or perhaps they are just really tough.


 This might require redesign of some maps (treasure room near the start that is 
protected by a locked door may not be a good idea), but would make more sense.


Another easy thing would be to have most chests locked - the player could bash 
them open, but might destroy the items inside.









What about changing alchemy (including the jeweler etc. variants)?

For each formulae you start with a ~3% chance of success. You succeed? Get 3
to 5 points. Failure? Get 0-1 point (failure is a valuable lesson, after all
:)). Capped to ~90%. And maybe not giving global experience.


 I don't mind so much the global experience, and I still like the idea of the 
alchemy skill itself having a level (until you get to level 10, some recipes may 
just not be possible).  But tracking individual recipes and bonus for each seems 
like a fine idea.


 It might also be reasonable that common/simple recipes are globally known (or 
are automatically learned at certain levels), so that the alchemy recipes out 
there are for rare and unusual items.  Otherwise, playing only with in game 
knowledge always seems very difficult.




What about random (ie player-dependant) parameters? You have more success
during certain hours, or outside vs inside, or...?


 Totally reasonable for different things - one could certainly imagine that 
scribing at a desk should be easier than out in the wilderness.




Then reduce the dropped items. I mean, so much junk!


 That is a big change, and probably fairly simple to do - most other games do 
this (those creatures may be attacking you with axes, but you don't get all 
those weapons when you kill them).  Likewise, even of the items that are out 
there, one could reasonably ask do we really need the number of different swords 
out there that vary by a minor detail.  I know some games do this, but that is 
more related to skins (this sword looks cool) - with the way crossfire is, that 
really isn't the case.


]

Then, slowing (a lot) combat, making it more tactical. Instead of a zillion
monsters, some hard to defeat monsters, where you can use all your skills and
items, and attempt various combinations.


 That would be good, but is also a major change - the vast majority of maps 
would need to be refactored (maps with gobs of monsters would just be unplayable).




Then various effects on weapons: stun, knock back, confuse, slow, etc.


 Seems reasonable, though than in itself creates yet different issues (if a 
player can use a weapon effectively enough to constantly keep a monster stunned, 
probably makes for an easy combat)




Reduce the zillion elemental attacks to a lower number (6? 8?), other things
are side effects.


 Agree - most of those are side effects.  The trickier part on some of those is 
whether resistances should exist and how to then factor them in - the number of 
attacks and number of resistances sort of go hand in hand.  While one could 
certainly come up with different logic to handle those, that solution may just 
be more complicated.


 Note that if you did all the above changes, that is some fairly radical 
changes to the game (attack rate and item drop). Though perhaps the second comes 
from the first - if combat is a lot slower, that would then suggest there are a 
lot fewer monsters, which should then mean a lot lower item drop.



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Re: [crossfire] Game change proposals

2014-06-12 Thread Kevin Zheng
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 06/12/2014 13:35, Nicolas Weeger wrote:
 What about mini-games?
 
 For instance, instead of a mere lockpicking, you actually have to
 use the picks in the right order in a limited time to pick a lock -
 if you fail, you trigger the traps, of course.
 
 [bonus points to who knows the old game I'm getting inspiration
 from :)]

I like mini-games, and if there were more mini-games I would play
Crossfire a whole lot more. My schedule no longer allows me to sit
down for 4 hours straight hacking through a dungeon.

I think short pickup multiplayer mini-games would be best. A handful
of single-player games would be good, too.

 What about changing alchemy (including the jeweler etc. variants)?
 
 For each formulae you start with a ~3% chance of success. You
 succeed? Get 3 to 5 points. Failure? Get 0-1 point (failure is a
 valuable lesson, after all :)). Capped to ~90%. And maybe not
 giving global experience.

I'm not sure, I'd need more time/discussion to decide. Currently a lot
of ingredients are difficult to come by, so I'm afraid this will make
alchemy too unattractive. This would at least help fix the issue of
out-of-game knowledge of recipes, though.

 What about random (ie player-dependant) parameters? You have more
 success during certain hours, or outside vs inside, or...?

YES! There should be a certain spot in the world where producing a
certain recipe yields extra. Or, certain (hard) recipes should depend
on the phase of the moon. Really, this would encourage alchemists to
go explore the world for once instead of sit in apartments all day.

 Then reduce the dropped items. I mean, so much junk!

Yes, and make more useful items appear once in a while. This will
probably require balancing, too.

 Then, slowing (a lot) combat, making it more tactical. Instead of a
 zillion monsters, some hard to defeat monsters, where you can use
 all your skills and items, and attempt various combinations.

Yes, although I'm not entirely sure how to go about it. Many games
that have combat involve clicking the enemy you want to kill, killing
it, and then moving on to the next. I'm not sure if this suits Crossfire.

 Then various effects on weapons: stun, knock back, confuse, slow,
 etc.

And certain special attacks that take time to recharge, perhaps. But
this would definitely make other spells more useful.

 Reduce the zillion elemental attacks to a lower number (6? 8?),
 other things are side effects.

This would make handling special attacks easier.

Thanks,
Kevin Zheng
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Re: [crossfire] Game change proposals

2014-06-12 Thread Tolga Dalman
On 06/12/2014 09:08 PM, Kevin Zheng wrote:
 On 06/12/2014 13:35, Nicolas Weeger wrote:
 What about mini-games?
 
 For instance, instead of a mere lockpicking, you actually have to use the
 picks in the right order in a limited time to pick a lock - if you fail,
 you trigger the traps, of course.
 
 [bonus points to who knows the old game I'm getting inspiration from :)]
 
 I like mini-games, and if there were more mini-games I would play Crossfire
 a whole lot more. My schedule no longer allows me to sit down for 4 hours
 straight hacking through a dungeon.
 
 I think short pickup multiplayer mini-games would be best. A handful of
 single-player games would be good, too.

I agree. Also, some skills are pretty useless right now. This situation
could be alleviated at the same time.


 What about changing alchemy (including the jeweler etc. variants)?
 
 For each formulae you start with a ~3% chance of success. You succeed?
 Get 3 to 5 points. Failure? Get 0-1 point (failure is a valuable lesson,
 after all :)). Capped to ~90%. And maybe not giving global experience.
 
 I'm not sure, I'd need more time/discussion to decide. Currently a lot of
 ingredients are difficult to come by, so I'm afraid this will make alchemy
 too unattractive. This would at least help fix the issue of out-of-game
 knowledge of recipes, though.

Alchemy is right now rather static, so I agree that there should be added
a little bit of randomness. Adding failure/success is one part of the story,
another one could be to create more random item (properties) with alchemy.
Thus, a high-level crafter could create completely new and unique items.

In any case, I'd also like more discussion about the technical details.


 What about random (ie player-dependant) parameters? You have more success
 during certain hours, or outside vs inside, or...?
 
 YES! There should be a certain spot in the world where producing a certain
 recipe yields extra. Or, certain (hard) recipes should depend on the phase
 of the moon. Really, this would encourage alchemists to go explore the
 world for once instead of sit in apartments all day.

Yes, adding more randomness is good. However, I suppose that this could
lead players to exploit these events once they are found out
(which shouldn't be difficult after all).
It should be possible to turn this feature on or off via a server-side
parameter (or compile-time macro), IMHO.


 Then reduce the dropped items. I mean, so much junk!
 
 Yes, and make more useful items appear once in a while. This will probably
 require balancing, too.

Yes, please do!

 Then, slowing (a lot) combat, making it more tactical. Instead of a 
 zillion monsters, some hard to defeat monsters, where you can use all
 your skills and items, and attempt various combinations.
 
 Yes, although I'm not entirely sure how to go about it. Many games that
 have combat involve clicking the enemy you want to kill, killing it, and
 then moving on to the next. I'm not sure if this suits Crossfire.

While I don't actually see a problem with an adapted user interface (e.g.,
the player automatically continues to attack the next enemy in melee),
this idea really changes crossfire. I certainly would appreciate more
tactical combats/magic since slaughtering masses of monsters becomes
dull after a time. However, this change includes a lot of work and experimenting
with balancing, modified maps, experience, pantheon, etc.

I do support this if you really are going this way. But my feeling is, that it
will be tough.


 Then various effects on weapons: stun, knock back, confuse, slow, etc.
 
 And certain special attacks that take time to recharge, perhaps. But this
 would definitely make other spells more useful.

This makes only sense with the tactial change you proposed above. I like
it :)


 Reduce the zillion elemental attacks to a lower number (6? 8?), other
 things are side effects.
 
 This would make handling special attacks easier.

Sounds good to me.


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