Since the topic about how to promote crossfire as a game for players, there is some aspects you have to consider.Lauwenmark wrote:This is indeed a good question. I asked some Tibia players around me why they didn't like Crossfire. Some of the answers I got:
- Graphically poor: You may find Tibia ugly, but it is the general opinion that it is less ugly than Crossfire. Smooth moves is probably the most important point about that;
- Lack of environment interaction: Crossfire is basically limited to bash'n'crash. Tibia has a more complex economical system, and is able to interact with the game environment in a larger variety of ways;
- Interface: The interface of Crossfire is in general considered ugly, because it leaves only a small space for the game view, the rest being consumed by various stats, equipment and log windows;
- World Size: The world of Tibia seems larger than the world of Crossfire, and as such offers a longer gameplay.
The argument saying that "Crossfire is free, and as such you're free to expand it if you want" isn't a concern for most players - they're players, not coders.
Although you're all some good coders, but as stated in the last lines of the above quote, The game itself is not the issue. It's in which platform you choose to run it that matters. Most players are plain and simple Microsoft-users, using theirs parents comp or something. That's fact and reallity.
If you're about to get somewhere you have to make a working version for the w32(winXP). I downloaded the version and there was some minor errors. Dunno what causes it, but it should be easy for you coders to fix. I think it's just a path-problem...
Later on the mapsize is not a problem. You could easily have a less amount of maps and fewer characters. This does not affect the longer gameplay nor increases the gamevalue. It's just stretches the gametime.
The big issue for players are the interface. If you only concentrate your efforts in coding a complex game without a fine tuned interface, you're stuck. The game can't promote itself without a easy and selflearning interface.
Set some time making a nice and easy interface for the game, I can help you design it but not code it. I've seen many great games go down the toilet just for this reason...
If you are to make some priorities to crossfire, I propose this order;
1: Major platform - decide which platform uses 50% of the coding resources.
2: Interface - Make one interface for all platforms. Not one for each.
3: Make a players-homepage for crossfire. Not the coders-homepage. Let players come with ideas for you and let them help you with some graphics issues. The coding of the game is not the greatest problem...

Note: As you all stated before, "everyone is a developer", you're all coding a version for each the many platforms individually. This can also be read as you're all inventing the wheel every time you upgrade the crossfire-version. This is not a good logistic. Although you like to make your own version or a version that suits your own desired OS, this cannot interfere with the majority of the players around the world. Linux/unix cannot compete with the win32(winXP)-systems in the long run. The advantage though is you're all familiar with the game and it's code. You know exactly where to look if you would like to change a parameter or value. That is good.
Slow progress: The basic fact is the many platforms make your progress slow. If you could concentrate your efforts in one major and two lesser platforms instead of 15 crosslinked platforms. You would get somewhere...
This would also make graphic-artists interessted in the game and also web-designers and quest-makers..
New features: Instead of making the game bigger, you could do some coding in making a script for questing. A easy script for the players to place small quests inside the game without hampering with the gameengine.
Example: If I as a warrior need a potion found I can go to a shop and place a order for it. Next visitor in that shop can look though the list of things needed and sell that item if they have it. This make the multiplayer-trading more sophisticated, but in a easy way. It also makes the revenues when slashing monsters less item-spamming and you have to value each item found on the maps. Today you go out slamming monsters and for each monster there's some two or three items found. Multiply this with a room of 30 orc's each leaving 3 item and you'l end up with some 90+ items. Consider then the monstergenerators...this makes another 30+ items before you clean out the rooms.
Result: There's no gain in finding a weapon/item....
Gains: The serverload will decrease as the server don't have to spend such amount recalc the location for every item on the map.
I can find many more aspects that is in conflict with each other. If you want a multiplayer game to work, you'll have to think multiplayer instead of singleplayer...
/just a player's thought....SuMo