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Re: CF: Map info and word of recall



Anthony Thyssen wrote:
> "Mark Wedel" on  wrote...
> |  Are you just doing to use the difficulty method, or something else?
> |  Difficulty is a rough estimate at best.
> |
> |  I noticed there already is a mapinfo command that displays some basic
> |  information about the map.  Adding a difficulty line to that should
> |  be trivial.  (mapinfo is only the local map, compares to maps which
> |  displays all the maps.)
> |
> Maybe map difficulty (and name) should always be printing in the info
> window, whenever you enter a new map. The map command looks like it is
> more for debugging purposes than anything else.

I intend to have a sign that could replace the 'mapinfo command and
include the difficulty level.  I prefer to have a sign instead of
requiring the player to use an additional command, because you can
then put these signs where it makes sense.  Of course, the map
designers and playtesters could still use 'maps, 'mapinfo and other
commands if they want to, but these commands are not designed for
"normal players" who are not interested in the internals of the game.

Using a sign with automatically generated info plus an optional
message from the author would have the advantage that it does not
disturb the player every time he enters a new map (which would spoil
the effect for the levels made of many maps) and it does not require
the player to learn a new command.  The map designer would only put
the sign near the entrance of a set of map and not on the other maps
that are part of the dungeon (unless one of the maps is of much higher
level than the others).  This assumes that the first map has a
difficulty level that is comparable to the others.  If not, then the
author can adjust the level of the first map or use the optional
message on the sign to say that the next maps will be more difficult.

> | >   [...] but maybe we could already have
> | >   different destinations for the "word of recall" depending on which cult
> | >   the player chooses.
> |
> |  Both of these are on the TODO list.   For word of recall,  I don't
> |  know if you want to allow players to specify any location (once again
> |  could have problems with some treasure chambers).  In theory, if we
> |  get temples for each of the gods and have them in each of the major
> |  cities, allowing players to set that map as a return location would
> |  make sense.

I did not intend to give any choice to the player: once you pray over
one of the special (pre-aligned) altars, then you are automatically
assigned to this temple for the "word of recall" and "respawn after
death".  This would only happen when you are converted a new cult, so
that your destination would not be changed if you pray accidentally
on the altar of another god.  Also, all "normal" altars, regardless of
their god (random or not), would have no effect on this.

> |  new starting maps have the problem as said - more beginner dungeons
> |  need to be done.
> |
> Prehaps maps should specify a `restore' point (or inherit it from an
> upper map).  EG: If you are in a strange land `recall' will send you
> to the uppermost entry area of the map.
> 
> this could also allow for `trap maps'. Where recall only returns you to
> the center of the puzzle (where food and shops are availble.

Hmmm...  I don't think that the game would be more interesting if the
map designer could set a such trap for the player.  If a player is
really stuck and cannot find the way out, I think that "word of recall"
is an acceptable solution, and it should bring you to your starting
city, not to some place chosen by the map designer.  Otherwise, some
players would quickly get frustrated and would curse the map designers. ;)

> Of course entry to such a maze should have huge ``no return'' warnings.
> 
Even with a warning, I am not sure that I would like to have my recall
point set to an area that I do not know in advance.  How can I be sure
that my character will not die of hunger (if there is not enough food)
or that some error in the maps will not bring a couple of dragons near
the recall point?  This would be very bad because the recall point
will also be used for resurrection after death.

Maybe it would be more realistic to prevent the instant travels on
unlimited distances and allow the map authors to decide where the player
can go with "word of recall", but I do not think that it would be fun
from a player's point of view.  If I think that a set of maps is boring
and not well designed, I like to be able to go back to my starting city
and start a new quest from there.  If a map designer wants to prevent
players from using the "word of recall" in a _small_ area, it is possible
to use some unholy ground anyway.  Besides, that prayer cannot be used
to escape from a fight in a hurry, because it takes a long time before
you are teleported.

-Raphaël
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