Crossfire Archive
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Making Classes more distinct (Re: CF: towards 1.0)
> Christain writes:
>
> discussions about things that I think need some discussion --- in this
> case, it's the question how to make the classes more distinct, so that
> you _get_ something in return for the things that you _loose_.
> But often things tend to go nowhere... -:(
This is an old thread (heh, in the vein of much of the
traffic on this list in the past week). Plenty of mail flew
around on the subject of making distinct, balanced multiplayer
play occured on this list about a year ago. As far as I can
tell the best suggestions to correct the "Im a high level
characater with the same abilities as you" problem were:
1) Make the stat potions rare. Stats place much of the
distinction on character resources. The problem with this
is that you lose a stat point w/ each death, so the
lack of stat potions becomes a problem. My solution is that
we either remove the death stat loss OR (better) make
sure that your stats cant decrease below a certain threshold
(say something like a total of 7 x 13 = 91 pts). Also, make
stat loss MORE for higher level characters (say have
character lose 1 stat point per 20 levels of experience
upon death).
2) Adjust some of the spell levels. Many of the current
items in the roster of spells are abusive.
3) Limit artifact creation (eg. special weapon use). Perhaps
readjust this to be more strict...say only 1 improvement
per 10 levels, with a starting base of 3 improvements.
4) Fix abusive maps. And Im talking about big abuses like
getting the meteor swarm and face of death spells, also
some artifacts like +9 power dragonmail.
There were other fixes mentioned, but not as popular (heh, or
I dont remember them right now). Ex. I remember there were some
problems with the party system, but Im not sure if Rauli (or
someone else?) fixed them.
-b.t.
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