Crossfire Archive
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CF: Some comments
Hello.
Some comments on recent discussions:
stevey@mailhost.wolfenet.com said:
> - make artifact shop prices extremely high, and don't allow
> people to save with artifacts. It encourages people to
> sell items to each other.
What should players do, which play almost alone? I think many people run
their own server, because of lack interest of other people (I know, of what
im thinking, because that's the situation within our site; Reason crossfire
gets too complicated, without increasing the fun factor the same time. Getting
a low level character up is sometimes very boring.)
stevey@mailhost.wolfenet.com said:
> There are already lots of artifacts on the game, and as you point
> out, more are being created as time goes on. And you shouldn't
> have
> to have an artifact in your possession in order to play the game.
I haven't seen any artifacts for months (Though I haven't not much time
to play)
stevey@mailhost.wolfenet.com said:
> You're right that simply making more artifacts unique won't fix the
> problems, which are widespread. But it would be a good start.
It makes it more boring.
stevey@mailhost.wolfenet.com said:
> There are already lots of artifacts on the game, and as you point
> out, more are being created as time goes on. And you shouldn't
> have
> to have an artifact in your possession in order to play the game.
But it is nice to have one. They should have some useful additions to
normal weapons, but should not dominate the game.
stevey@mailhost.wolfenet.com said:
> - make artifact shop prices extremely high, and don't allow
> people to save with artifacts. It encourages people to
> sell items to each other.
Most of the time I play alone.
If I can't save with an artifact, I can only use it the time I play:
one hour? Two? 7? OK I played sometimes up to 11 hours. But those days
are gone. (As Mark pointed out, there is slow down in the game on level
10 to 15, and most of my characters remain below.)
If someone has the only holy shield, and I want it, should I wait, if he
dies?
What about those situations, where there is a artifact in the players
inventory/stored in a room (in the directory unique-artifacts), the
version of crossfire changes, the player isn't any more. There is no chance,
that on get the holy avenger back. Boring.
mark@pyramid.com said:
> I suppose this could be done - internally, multiply all hp values by
> some amount when loading a map, and divide when saving. However, this
> creates various complications (everything dealing with hp then needs
> to be adjusted to multiply or divide a value.)
> Going to floats internally would probably be easier, and not that
> much costlier (most cpu's have as good or better fp performance than
> integer performance, and many cpu's have different pipelines for
> dealing with floats compared to ints).
Well. I run crossfire on old Sun3 and old HP. And I'm proud showing
all those high performance CPU's, that it could be done without to
much performance degration. Well, it's getting worse those days. :-(
If you change too much to float, it would get more worse. It's always
better to switch to integer-computations. Not only for those old machines.
It's a general rule.
Instead, go the other direction. Less float. Try to increase the range of
the values. This allows the same distinction of levels as float can do.
Or can you explain what the difference between damage of 27.0001 and 27.001
is?
gecko@freecar.com said:
> It seems to me that some of the complaints that were brought up could
> be solved by the sysadmin changing the configuration to suit his
> tastes. For example, if a particular sys didn't like some maps
> they're easily removed. If he didn't like some artificats, take them
> out. How about monsters, beef them up, scale them down. Isn't that
> *part* of what the arch directory tree and crossedit are about?
Well, most of the admins can't do that without too much affecting the
balance, if the make bigger changes. Taking out isn't the only thing,
which can be done. I don't know of much people, which understand all
consequences, if they change those things. (Especially, if the those
fields in the artifacts have double meaning :-()
mark@pyramid.com said:
> A more interesting method could be to periodically have the artifacts
> disappear (ie, you can have it one week, and then it goes away to be
> regenerated.) I still don't really like this - I would like for
> infrequent players to have just as much fun/just as fair a chance
> whether they play 6 hours on a weekend, or 4 hours each night.
I think it's even better to create some code, which would make weapons
and shields break after some time (including those artifacts). This would
eleminate the problem of multiple artifacts, if they get broken after doing
an amount of damage, or after getting an amount of damage in case of amour.
Special weapons can do more damage over the time, special amour can
resist more damage form enemies. And how about things like breaking the
weapon/amour within a figth? :-)))
All those high level characters would get down to lower level when the die.
(And see how much one must do, to get back)
mark@pyramid.com said:
> Now, finding +1 or +2 gloves and boots isn't incredibly uncommon, and
> cloaks were added. While none of these have any value, the fact you
> can find enchanted ones with value mean that by 10'th level, a player
> can achieve 5 or 6 ac points that were previously not there. That is
> a certain in balance.
And if you don't find them, can't by them, can't reach them, because
the maps are to difficult. one looses. Today, you need some of them
to get even further.
That's enough for today. I have to work right now, if I will play tonight,
to show you, that I'm not right.
Bis dann
Klaus
--
"Sure, vi is user friendly. It's just particular about who it makes friends
with." ;-)
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| Klaus Elsbernd, System Administrator, BOFH | elsbernd@dfki.uni-kl.de |
| Deutsches Forschungsz. für Künstliche Intelligenz | DFKI GmbH, Geb. 57/285 |
| 67657 Kaiserslautern; Germany | Tel: (+49) 0631/205-3486|
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