IIRC, The TC maps were added to CVS right around the time when the transition from <user_name> directories to geographic directories was made official.Casper wrote: I guess when TCs were finished they were no longer unlinked as such...
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cfbot (aka Hoz) script doesn't work with the new map or 'who lookups.The cfbot script needs to be updated.techolous wrote:Anyone want to write a script, or bring back hoz so we can get a current figure on how popular the maps are. Could be useful in deciding what to move, if anything.
Also, other people are running the cfbot script on some of the public servers (ex: Seer on Metalforge)
somedays, i like to travel for hours in the mountains, with the hope to find a new dungeon... and some others, i like to go to the nearest medium level dungeon (TC...) and kill all aroundcavesomething wrote:But, and this is the crucial point, the old city quest in scorn is the biggest quest there, it should be the hardest, a test for if you can actually cope outside of scorn.
Any player who has done the old city quest should feel that most of the maps in scorn are now slightly too easy. They should be right, the TC and the random angel map give reason to stay beyond that, therefore, they should be moved elsewhere.

you want to create a dungeon around dungeons ? don't want to see low level chars near you ? every level in the right place ?
I like the mixed levels dungeons all around the world, I like to travel early, I like (sometimes) to enter a unknown dungeon and run away saying "I'll come back later" (maybe with more explicit words

I'm still in the discovery phase of the world, and i don't want to be driven by the nose. If so, I should install a commercial game.
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the spirit of Nicopol ...euh, sorry, of Crossfire
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It's already there, try walking to brest sometime.....bencha wrote: you want to create a dungeon around dungeons ?
I have nothing against low-level characters /trying/ to go anywhere, the aim isn't to stop low-level players going anywhere, merely to make more of a distinction between scorn which has a lot of tutorial-ish maps, and everywhere else which (rightly) doesn'tbencha wrote: don't want to see low level chars near you ?
And I don't doubt that that should occur, but not in scorn, scorn should be a reasonably safe place to run around at low level, with little risk or reward. Then when the player feels able, they should go anywhere in the rest of the world. It isn't about 'doing' one city or another, it is more about encouraging exploration in more detail whereever the players are (and making the roads actually get used, when was the last time you went into the desert ruins along the scorn-navar road, or into the inn & outpost maps?)bencha wrote: I like the mixed levels dungeons all around the world, I like to travel early, I like (sometimes) to enter a unknown dungeon and run away saying "I'll come back later" (maybe with more explicit words), and i don't want to see "do all in Scorn, then Navar and Darcap, then SD and Wolfsburg, then Brest..."
The camping out in the TC in scorn allows leveling too quickly, removing much of the risk and excitement of exploring, because once a character reaches lvl 100 many things are no longer a threat to them...
If the roads were actually used for something and used at a lower level, then the other maps might get a bit more balance to them. Currently the position of a guild is irrelevant, anyone in them just portals everywhere, but guilds at that time were strong /local/ powers. Their position should matter, and guild members should feel some sort of connection to their home town.
two night ago with my immune poison char (fireborn), and i haven't finished the area (too low resistances)cavesomething wrote:when was the last time you went into the desert ruins along the scorn-navar road,
cavesomething wrote: or into the inn & outpost maps?
where ? i'd like to bring back home cfworldview
lvl 100 gives you some hp, but you need the equipmentcavesomething wrote:The camping out in the TC in scorn allows leveling too quickly, removing much of the risk and excitement of exploring, because once a character reaches lvl 100 many things are no longer a threat to them...
you find nearly everywhere maps with gobs, kobs, orcs... on the lower levelscavesomething wrote:If the roads were actually used for something and used at a lower level, then the other maps might get a bit more balance to them.
haven't tried guilds for now (no net), but i hope someday you can teleport between all your homes (maybe with extra sacrifice). I dream of a scorn appartment with links to navar, darcap, etc... and back.cavesomething wrote:Currently the position of a guild is irrelevant, anyone in them just portals everywhere, but guilds at that time were strong /local/ powers. Their position should matter, and guild members should feel some sort of connection to their home town.
ok, but for now, your main appartment is in scorn even when you level upcavesomething wrote:I have nothing against low-level characters /trying/ to go anywhere, the aim isn't to stop low-level players going anywhere, merely to make more of a distinction between scorn which has a lot of tutorial-ish maps, and everywhere else which (rightly) doesn't
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north of darcap and scorn....bencha wrote:cavesomething wrote: or into the inn & outpost maps?
where ?
The 'difficulty' value of the training centre maps is such that the weapons and items in chests are fairly good, certainly the rings in the undead TC are more than sufficiant to start questing...bencha wrote:lvl 100 gives you some hp, but you need the equipmentcavesomething wrote:The camping out in the TC in scorn allows leveling too quickly, removing much of the risk and excitement of exploring, because once a character reaches lvl 100 many things are no longer a threat to them...
I meant balance as in having things to do and having a rich backstory, not in terms of the ease of completion of the levels.bencha wrote:you find nearly everywhere maps with gobs, kobs, orcs... on the lower levelscavesomething wrote:If the roads were actually used for something and used at a lower level, then the other maps might get a bit more balance to them.
Reducing the amount of hills and mountains would be nice too....
Guilds can get a portal to everywhere, if the guild members set their savebed there, they can portal around the world, and wor back again.bencha wrote:haven't tried guilds for now (no net), but i hope someday you can teleport between all your homes (maybe with extra sacrifice). I dream of a scorn appartment with links to navar, darcap, etc... and back.cavesomething wrote:Currently the position of a guild is irrelevant, anyone in them just portals everywhere, but guilds at that time were strong /local/ powers. Their position should matter, and guild members should feel some sort of connection to their home town.
This is too powerful, it removes much of the exploration side of the game...
ok, but for now, your main appartment is in scorn even when you level up[/quote]cavesomething wrote:I have nothing against low-level characters /trying/ to go anywhere, the aim isn't to stop low-level players going anywhere, merely to make more of a distinction between scorn which has a lot of tutorial-ish maps, and everywhere else which (rightly) doesn't
yes, this is because the scorn apartments are too powerful as well, they teleport to pupland, brest and lake country.
Imagine if instead one of those went to port anthony, that is a lower-level area, and more suitable for someone starting in scorn.
It is not so useful to a high level player.
On metalforge certainly I would be surprised if many players at all visited there in the early levels, it is out of the way for the high level players, so there is less obvious activity there.... (admittedly I know of one who got themselves stuck there a few weeks back, but that is all).
I agree, however there still needs to be some way to make trips between towns less tiresome than they would be without any portals. The dragon hanger for one is good, however it's too much a pain to get to unless one bases themself either in scorn or in a guild (or perhaps it's just too easy for scorn people to get to...)cavesomething wrote:Guilds can get a portal to everywhere, if the guild members set their savebed there, they can portal around the world, and wor back again.
This is too powerful, it removes much of the exploration side of the game...
Also, it might be good to make some sort of 'cart' of sorts that could carry people around bigworld for a fee. This 'cart' could also be achived by implimenting a follow command for players (various issues with this dicussed in another topic somewhere) and setting up a bot that will allow players to follow it to places of the player's choice for a fee. Such a bot would be faster at least than normal walking, and less mundane, while not being as cheap as portals.
On a similar topic, greenway is also a good idea that helps somewhat, however the time it takes to actually get anywhere useful with it is longer than even trudging through mountains to get all the way to the valley of the three sisters (for those who don't know... *very* difficult to get to on bigworld maps)
I which case I think that the price of the teleporters should be reduced as well to be more accessable to the very low level people who would use it. Good idea anyways.cavesomething wrote:Imagine if instead one of those went to port anthony, that is a lower-level area, and more suitable for someone starting in scorn.
I agreebencha wrote:this one is a great idea. i vote for itcavesomething wrote:Reducing the amount of hills and mountains would be nice too....

the hills and the mountains are not much of a problem, but the void in the wilderness is.
You can run and run and run for hours without finding anything to do, and it is just too easy to 'miss' a dungeon.
I have been searching for the tower of demonology for hours - not to mention the valley of the three sisters. Somehow dungeons should be easier to access, maybe with a set of portals that require a marking you'll get once you found your way trough the wilderness.
You can run and run and run for hours without finding anything to do, and it is just too easy to 'miss' a dungeon.
I have been searching for the tower of demonology for hours - not to mention the valley of the three sisters. Somehow dungeons should be easier to access, maybe with a set of portals that require a marking you'll get once you found your way trough the wilderness.
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or rather: sum ergo bibendi