Big Question: Request for Features overview

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bort
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Big Question: Request for Features overview

Post by bort »

What new features do people really want in Crossfire?
Will it affect gameplay?
Sooner or later, the features that players really want should be compiled together. Sifting through all these threads go nowhere.

I've seen requests for an Ice-based meteor swarm and comet,
dynamic alchemy. What other items are well wished for? 8)
lordyoukai.DA
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cavesomething
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Post by cavesomething »

conveniently enough, I have been compiling a TODO list myself, some items are small map tweaks, others are major gameplay changes, some are major projects in their own right (#10 for example) some fit somewhere in between. I've used bracketed numbers to some of the things that assume others have been done, that is itself sketchy and incomplete.

Anyways, I'll paste the current version here.

Code: Select all

1	reorginize comm system to use channels
2	add regions to game world
3	un-autopick maps (like in shops but configurable per player) 
4	/me command (1)
5	fix guuh head map
6	make archtypes inherit properties from templates
7	seperate out dm powers, allow individual powers to be assigned, and to limited regions (2)
8	get crossedit to behave, so I can use it
9	port crossedit to gtk and/or Qt
10	make a XUL client for crossfire
11	Define quest and non-quest maps to prevent quest scumming
12	have a timeout for the raffle...
13	and for the training centres
14	Honourary titles ('info player foo ... foo the bar, knight of scorn, slayer of dragons, blah de blah etc)
15	Optional constraints that are monitored (eg vegetarian, no picking up items, no killing animals, atheist, no spells, no rods, play naked...)
16	per god favour (each god tracks how much he likes you, will favour you more for not killing his chosen race, etc)
17	shops adjusting prices to reflect availability
18	no exact way to get value, estimate based on bargining skill (without bargining skill value is little, some, lots, etc)
19	telekenisis spell (with sorting by material type (ie 'invoke telekenesis granite, more materials at later levels)
20	orienteering skill, gives a chance to remember bits of previously explored maps
21	whereami command returns location of player eg 'whereami scorn (2)
22	nameable equipment sets - ie dragon fighting kit, undead fighting kit, PK-ing kit)
23	nameable keybinding profiles (ie newb profile, dragon profile, a preset one to include some useful keybindings)
24	follow command - allow to shadow movements of another player (yet another way to passively PK - yay :)
25	reduction in exp for repeated actions -down to 1xp after too long a time span (stop scripting) (29)
26	cooking skill, split from woodsman
27	farming skill
28	skill atrophy -over time knowledge in skills goes down if they are not used, rate should be slow (1/MAXEXP*EXP per second^2?) resets with each use of the skill
29	server side kills log
30	PK table, giving char's relative score against all other players (29) (maybe just clone gravestones in a permenant location?
31	package post (charging some amount for value of item)
32	charge for boats, dragons and guild teleporters (per use)
33	timeout for raffle ~ 10 minutes (rework to be like a gameshow, think the running man, or level 3 of flashback)
34	newbie house and beginners 1 & 2 unique maps
35	timeout for TC's -reset after timeout - reduce rewards of TCs and have something valuable for getting to the end of the last four
36	no exp for TC kills (Training centre != leveling centre) (or else tokens for each entry, each subsequent entry, reduce exp value of monsters).
37	give each player in TC an item that gets exp redirected to it, have a hiscore table for exp players would've gained
38	charge for entry to TC (like mlab) top n on highscore list get in free
39	mark items that are stolen with invisible attribute, roll against charisma, luck and shop greed to see if shops will fence items (41)
40	jail those who fail, until they pay back twice what they stole (ala aztec law) (yes *until* sucks don't it? :) )
41	shop greed, determines price spread in a shop (no value hacks in black market to scum bargining)
42	nameable pickup profiles (3-sorta)
43	to re-worked raffle add a python sign outside n hours since last fatality.
44	allow teams to enter the raffle but include a split the prize room, where the prize is teleported and they can agree who takes it, or divide the cash equivilant between them.
45	new monsters: Bungle, Zippy and George - invulnerable until you throw a potion of rainbow wave at them
46	another new monster, sooty, make him a requirement to complete a quest by giving him a wand
47	new class merchant, starts with bargining, stealing, oratory, +cha, +dex +int -wis -str -con, starts with a random selection of scrolls describing item properties
48	per player ignore command (probably a string in the player object holding all the people being ignored, seperated by spaces, 
49	better higher level golem spells, one which shows golems position, one which shows position and surrounding squares
50	make skills harder to learn (multiple scroll forms? personal tuition?)
51	history in client command window (ctrl-up?)
52	make client honour timezones in the reset values for the 'maps command (better still give a time to reset, rather than a reset time)
53	port freeciv's 'no scroll on new data if not at bottom of window' hack
54	female chars
55	more diseases, different transmission modes (touch, coughing (randomly, might affect creatures in direction faced, handkerchief in skill slot reduces effect))
56	pet management, 'listpets showing a numbered list of the pets you control, and their levels.
57	killpets taking a number corresponding to petnum (56)
58	pet maintainence, don't feed them and they get cranky, and may turn neutral, even hostile. Likewise if you attack them.
59	nameable pets
60	killpet taking a name argument also
61	no_comm areas, like no_spells, and unholy ground, would stop shout, chat, or tell (/me sees evil and twisted possibilities for that
62	status icons showing if you are unable to cast spells or prayers
63	gods to be able to require signs of devotion, removing hat, or shoes etc
There we go now, is that enough features for you?
Rednaxela
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Post by Rednaxela »

On comment on #48, is that I think DMs should be able to override it.
bort
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Post by bort »

#45 is crazy, what is the point of a Bungle, Zippy, or George?
lordyoukai.DA
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cavesomething
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Post by cavesomething »

Rednaxela wrote:On comment on #48, is that I think DMs should be able to override it.
Yeah, this is a fair point. The main purpose is to have less of a need for centralised muzzling, since the argument goes, 'if they are annoying anyone enough, that player will be ignoring them, if they aren't no action is required'

That is not to say such a need will be removed completely though....
cavesomething
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Post by cavesomething »

bort wrote:#45 is crazy, what is the point of a Bungle, Zippy, or George?
You you never watched children's TV in the UK you wouldn't understand.

Rainbow was a Kid's TV series in the early '80s. Zippy George and Bungle were puppets and a guy in a bear suit respectively.

They would make quite effective comedy enemies.

http://rainbow.arch.scriptmania.com/rai ... isode.html

For an (admittedly atypical) example of what I am reffering to.
Zephyrus
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Post by Zephyrus »

Exp atrophy and TC exp loss seem quite severe. Probably not a great idea for those new to compete with those already playing. And with those REALLY high level monsters, we need exp to compete, lest we all decide to give up exploring and just go around using the "maps" command to snipe the easy maps as if they were eBay auctions.
cavesomething
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Post by cavesomething »

Note the rate I was suggesting.
exp *1/maxexp
I am thinking per second maybe per tick (of which there are 8 per second)

so, someone who has 1000000 exp in a given skill, will take 1/(100000*1/maxexp) seconds to lose 1 exp.
max exp is measured in the billions. (I think it is 50 billion on MF, one of the compulsive levelers there would know).
regardless, even at 1 billion, it would take 1000 seconds to lose 1 exp, that is 1 exp every 15 minutes, or 4 an hour. Even playing all day you would only lose 100 exp in that skill.

Now for someone who is lvl 115 in the skill, things are slightly different, they would lose 1 exp a second, which would mean that they would lose ~80000 exp a day, if they were constantly logged in.
that is 560 000 a week, and 2 million a month.

Note I am only considering doing this while the player is logged in.

2 million exp in most spell skills is easy to gain, the point is to try and have skills that aren't used gradually decline.

The rate is small enough to not hurt skills that are actually used, but to discourage the scripted leveling and then ignoring of any given skill.
Rednaxela
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Post by Rednaxela »

cavesomething wrote:Note the rate I was suggesting.
exp *1/maxexp
I am thinking per second maybe per tick (of which there are 8 per second)

so, someone who has 1000000 exp in a given skill, will take 1/(100000*1/maxexp) seconds to lose 1 exp.
max exp is measured in the billions. (I think it is 50 billion on MF, one of the compulsive levelers there would know).
regardless, even at 1 billion, it would take 1000 seconds to lose 1 exp, that is 1 exp every 15 minutes, or 4 an hour. Even playing all day you would only lose 100 exp in that skill.

Now for someone who is lvl 115 in the skill, things are slightly different, they would lose 1 exp a second, which would mean that they would lose ~80000 exp a day, if they were constantly logged in.
that is 560 000 a week, and 2 million a month.

Note I am only considering doing this while the player is logged in.

2 million exp in most spell skills is easy to gain, the point is to try and have skills that aren't used gradually decline.

The rate is small enough to not hurt skills that are actually used, but to discourage the scripted leveling and then ignoring of any given skill.
Interesting idea :D I like it. However "secondary skills", as mentioned in some other thread are already enough of a pain to level, and if anything should perhaps be easier/more attarctive (such as disarm traps (not too useful with flint&steel and a disarm spell, and a pain to lvl, even with TC chests), thaum, jewlery, bowery, and so on.). Though this would'nt affect them much, it would hurt them slightly, when those ones need to be easier if anything.
Just my 2 cents...
cavesomething
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Post by cavesomething »

I agree completely, but also think it a different problem.
This particular proposal would not change the ratio of exp gain at all (if you get 1/100th of the exp in a skill as you did in another, you would still have that ratio for all time (or until rounding errors got counted anyway....), so the issue of hard to level skills isn't fixed, but /it isn't supposed to be fixed by this move./

The point is that a reasonably high-level character shouldn't find it advantagous to level hiding by issuing 'fire n', their overall exp would drop or stay roughly the same.

Hiding needs help in other ways, I'm inclined to think it should be passively used (eg being close to high level monster, and not being seen == hiding exp) This /still/ makes it impossible for followers of valriel to level effectivly, but hey, it was their choice. :)
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