Some RPGs for Windows and Linux

Speak about everything in regards to Crossfire.

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dark.schneider
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Post by dark.schneider »

Lauwenmark you point is rigth, but to add more doungeuns cf needed more space and now it has it. So the first step is allready done, but mappers are wanted :)
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Post by Lauwenmark »

dark.schneider wrote:Lauwenmark you point is right, but to add more dungeons cf needed more space and now it has it. So the first step is already done, but mappers are wanted :)
The fact that Crossfire needed more space to allow more dungeons is quite speculative. Remember that quite a lot of buildings in cities are still empty, for example.

I don't say that bigworld was a bad idea - but it didn't change anything to the current situation, except that new players have greater difficulties to find the dungeons in the empty wilderness, and get quite quickly bored of that.

I agree with the urgent need of map-makers, though. Maybe we should open a new thread discussing tips for newbie map-makers ?
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Post by xulk »

How about adding stuff for the high level players also..
It gets bit boring when theres just no more danger killing stuff..

Some great ideas from Anarchy Online:

Mission terminals: you can get dynamically created missions from where you can get uber stuff and xp

professions: No point at creating new character after you have maxed your old one because theres nothing new.. every damn character in crossfire can cast mage spells and so on

team spells: each profession in anarchy online has its own "buffing" spells to get team stats higher in skills or team transport spells to warp whole team at once

wear/wield requirements: put some requirements to armor and weapons.. like 18 str needed to wield Headcutter or edged weapons skill needs to be high enough (this needs implementing a skill system where you get skill points when you level and can then distribute these ppoints to skill you need)

nodrop items: some of the uber stuff needs a NODROP flag.. so it cant be sold to newbies

stuff for highlevel players: in anarchy online theres challenge even for lvl200 players.. like.. for killing a dragon you need several full teams to kill it even at high levels and doctors to heal you while you fight

Landcontrol areas: Guilds should be able to get their own land where they can place "towers" to give guildmates some bonuses to stats, guard towers which protect the land. once a day the landcontrol area changes to pvp mode when another guild (or more than one) can try to take it over


just some pre coffee ideas.. flame me if you want :twisted:
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dark.schneider
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Post by dark.schneider »

xulk wrote:How about adding stuff for the high level players also..
It gets bit boring when theres just no more danger killing stuff..

Some great ideas from Anarchy Online:

Mission terminals: you can get dynamically created missions from where you can get uber stuff and xp
Hard to implement, I talked to MWedel abuot this and the thing is not so easy. Just now you need a dinamyc map loading that can be allready a big issure to do.
xulk wrote: professions: No point at creating new character after you have maxed your old one because theres nothing new.. every damn character in crossfire can cast mage spells and so on
Yeah, in the new skill system there are talks about limiting the max number of total points you can get in skills such way you should choose to specialize in something, or anotehr proposal was to make the thing MUCH harder to get good at all things. My proposal was about making different "multipliers" to xp based on class, for instance a mage takes longer to become good at swords.
xulk wrote: team spells: each profession in anarchy online has its own "buffing" spells to get team stats higher in skills or team transport spells to warp whole team at once
How to improve party play in cf is still a very open topic, I have seen very few ideas here, sound like it's not a so easy thing without adding big piece of code.
xulk wrote: wear/wield requirements: put some requirements to armor and weapons.. like 18 str needed to wield Headcutter or edged weapons skill needs to be high enough (this needs implementing a skill system where you get skill points when you level and can then distribute these ppoints to skill you need)
This is a thing that is allready half there as you know, that's the supposed use of the <item power> value. It is just disabled and need mayor tweaking, but it's just allready there. Adding other fileds for requirments on stats should be trivial.
xulk wrote: nodrop items: some of the uber stuff needs a NODROP flag.. so it cant be sold to newbies
This just need to be set in the weapon arch, since it's allready so for some things. For example a... mmm don't remember dropped by something I don't remember (somewhere in brest maybe).
xulk wrote: stuff for highlevel players: in anarchy online theres challenge even for lvl200 players.. like.. for killing a dragon you need several full teams to kill it even at high levels and doctors to heal you while you fight
Same as above, parties make the game much better, but in flat game expecialy it's not so easy to put it in.
xulk wrote: Landcontrol areas: Guilds should be able to get their own land where they can place "towers" to give guildmates some bonuses to stats, guard towers which protect the land. once a day the landcontrol area changes to pvp mode when another guild (or more than one) can try to take it over
IMHO this last is part of the dynamic map loading and such, how cf handle maps is not easy to change, definitely not, and adding something to a map that modify it's propeties is not easy. Anyway I think this is a very important feature since this help things like guilds and dynamyc missions (as allready said above)
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Post by xulk »

yes.. i know this can be hard to implement

but hey, thats what you coders are here for :D
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Post by dnh »

No drop is on the magic immune cloak and the White Dragon Scale Mail.. both these items can be found in pupland.
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Post by achost »

xulk wrote: team spells: each profession in anarchy online has its own "buffing" spells to get team stats higher in skills or team transport spells to warp whole team at once
one of the biggest problems i have faced in multiplayer cf is walking into a spell cast by a party member. maby we can have another type of resistance to protect against "frendly magic". it should be uncomon but not rare.
xulk wrote: wear/wield requirements: put some requirements to armor and weapons.. like 18 str needed to wield Headcutter or edged weapons skill needs to be high enough
having str requirements like that will only limit usage by race/class not level however I do like the skill level requirements.

xulk wrote: (this needs implementing a skill system where you get skill points when you level and can then distribute these ppoints to skill you need)
I dissagree, skills should go up through use of the skill in question (and possibly the use of a very closely related skill) not through the use of a compleatly unrelated skill.
xulk wrote: nodrop items: some of the uber stuff needs a NODROP flag.. so it cant be sold to newbies
Is this the thing that makes items god given (dissapear when dropped)? I find that VERY irritating as I like to keep trophies but dont always like to carry them arround with me. The skill level requirements would be a better idea.
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Post by mathwizard »

achost wrote:
xulk wrote: (this needs implementing a skill system where you get skill points when you level and can then distribute these ppoints to skill you need)
I dissagree, skills should go up through use of the skill in question (and possibly the use of a very closely related skill) not through the use of a compleatly unrelated skill.
I agree to this. Such skill systems might be useful in pen and paper RPGs, however in a computer game it is no problem to store exp values for every single skill.
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Post by achost »

dark.schneider wrote:
xulk wrote: professions: No point at creating new character after you have maxed your old one because theres nothing new.. every damn character in crossfire can cast mage spells and so on
Yeah, in the new skill system there are talks about limiting the max number of total points you can get in skills such way you should choose to specialize in something,
I have noticed a lot of references to this new skill system but cant find any details on it other than that it is new, can someone post a link for me? thanks.
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Post by dark.schneider »

About the new skill system, there is only code, no doc yet, and information is fragmentary since it is in primal state.
Expect some more info when it will come near to a decent state.
Anyway probably mailing list contain many things on that topic, maybe a bit fragmentary. I will try to talk to MWedel as soon as I see him to try to gather info and make at least a scratch of doc.
Note: check the wiki too, maybe someone will put there some info about it
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