Crossfire Mailing List Archive
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: version 0.92.1



> 'Raphael.Quinet@eed.ericsson.se' writes:
> 
> >Here is a translation of that french message...  I started translating it

	Thanks Raphael.  Clearly, Mr. Maillet likes bomb throwing. Let me
	attempt to "disarm" some of the "points" he makes:

> >Here is what Ludovic Maillet <lmaillet@ufrima.imag.fr> had to say:
> >
> >  Some skills are interesting but existed in another form in the previous
> >  version:
> >   - What's the point in learning new skills (without a chance to fail) in
> >     order to be able to do things that one could do before without learning
> >     them?
>
	Yah. I have considered putting this in the code. I note that this
	will make the game more difficult (contrary to your feelings of 
	how difficult the game has become!). Imagine dropping that 2000 platinum
	for the scroll of smithing, then failing to learn it! 
> 
> >   - What's the point in lockpicking a door in order to increase one's
> >     lockpick skill and open doors more easily, if it was so easy to hit
> >     them?  I don't know yet if it is possible to lockpick a door which
> >     requires a special key, but if this is so, then some quests are doomed.
> 
	It is easy to hit (damage) doors only when you are high level &/or
	have a great weapon. I have never known any of my low-intermediate 
	characters to be able to knock down a door faster than he/she may 
	pick it. The experience award (I think) makes sense. As for special
	doors--no. You cant pick them with this skill.

> >   - Some spells became clerical and so are very hard to use by sorcerers.
> >     I'm not a cleric by vocation, but a sorcerer, and being denied the use
> >     of some spells is unfair.
>

	What spells would one think to have as duplicate? And, if you do have 
	duplicate spells, then it robs the point of having seperate classes
	of spell casters.
 
	This arrangement (unique spells for each "class" of spellcaster) was
	an idea I originally resisted when Peter Mardahl and I were hacking 
	the new magic system; I now have come to believe it is the best 
	approach. His (and now mine also) theory is that the clerics be able 
	to cast magic which is "spiritual" in nature. Clearly, "spiritual"
	is a broad definition, which I wont go into detail here. 

	Practically, it means that "magicians" will get all the "physical" 
	high-damage spells, whilst clerics will get the "spiritual" spells
	(ie better "summoning" and "healing" spells). Also, unlike magicians,
	cleric spells will be "flavored" by the God they worship. This	
	connection is what allows them to cast the special "holy word" 
	spells that allow them to (better than even magicians) damage certain
	classes of creatures (like the "undead"). But generally, clerics will
	not be out in the game raising physical mayhem. No cleric should
	have access to a "fireball" spell (unless they are also a wizard).


> >     powerful warrior and vice versa).  There should be a version which
> >     really separates them.  For example some skills (that really add
> >     something) specific to each class: clerical spells, prayers, graces and
> >     gods for the clerics, simple battle spells and the like for the
> >     sorcerers, and martial skills as strong melee weapons for the warriors.

	But this *is* in the newest version. Havent you made any attempt
	to play it beyond 2 seconds?!? 

> >     It should be impossible for some class to use some skills...
> 
	heh. I guess. I proposed this early on, but now, I feel that its 
	not worth the effort. Imagine if you do this.. you have to make sure 
	that the playbalance is *really* good. All of my high level (60+ level)
	characters have used a variety of skills to acquire needed xp.
	Limiting the access to various skills will also (again, counter to your
	original thesis that the game is now too hard) make the game harder.

> >  2. The new version has new spells that weren't in the old one, but since
> >     there are so few of them and they are divided in two categories, there
> >     are in fact less spells.  Some useful spells such as heal, fireball,...
> >     [should be common], the differences being on "exotic" spells such as
> >     earth to dust, holy word,...  There should be twice as many spells,
> >     each kind being specific to one class (clerical spells for clerics).
> >     Very few spells for warriors and very specific (battle skills).
>  
	I strongly disagree. Why should you gain *any* ability to cast spells 
	if you spend all of your time chopping creatures to bits with an axe?!?. 
 
> >  4. Keep the old unique ranking system which avoided painful and pointless
> >     calculations and reflected very well the power of the character in his
> >     domain.
> 
	One thing that can be done is to show the player the number of xp they
	have in each experience category. This would better allow them to 
	gauge their "power" in an area than just knowing the "level".

> >  5. Maybe create very high level spells (> 20) besides spells with power
> >     increasing according to the level (which is good).  For example, a
> >     level 40 spell for summoning big beasts, or a permanent spell, or a

	Well... I don't think its too much of a spoiler to say that 
	high-level spells do exist already (the highest currently is 80th level
	I believe). As of the current version, there is a way to gain knowledge
	of some of these spells. As for how this is done, to quote many of my
	teachers, I leave that as an exercise for the student... :)

> >  6. Create a system which allows old players to be integrated in the history
> >     of the game.  Example: being allowed to buy a house, to have a plate

	I commented on this already, but I would like to mention something
	I would like to see... Player shops. Why not make it possible for a 
	player to buy a place where they make leave "spare" equipment to be
	bought by other players?


						b.t.

> Regards.
>