moving starting town to port joesph

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Mith
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Post by Mith »

Rednaxela wrote: I believe the main reasoning behind this issue is that it would be more interesting, and add more variety to the game, if practically everyone wasn't based in scorn. In my opinion, it is an issue, but yes, it is often exaggurated out of proportion.

Who said anything about ruining the game? Sure not all suggestions to deal with it are that great, but I fail to see the reason why you condemn all changes that might help to add more variety to where players base themself, as being bad ideas.
How would spreading all over the world the few players that actually do play increase variety and make the game more interesting at all? I think this would remove most of the variety and make the game much less interesting to play, both for high lvls and for low lvl players.
The only profit i see is that it might push some players to move around and actually leave Scorn for a while, either returning when they find out they cannot access Neurmberg or think Santo Dominion is pretty boring at all, for there is no other player around.
The problem with players moving around is that lvl 1-15 (globally) will stay in Scorn, then move to Navar, Wolfsburg, Brest, Lone Town, Santo Dominion, Lake Country and finally Neurmberg (this is a semi-random order)
The result will be that there are many low lvl's in Scorn, all the high lvls in Neurmberg and in all the cities between only a few players, because a player either becomes good, and really high lvl, or a player stops playing still in their teens.
These newbs that have problems lvling wont be helped by experienced players for they simply are far away!
Leaf wrote:Some have a tendency to quickly clean out the newbie dungeon maps trying to set some new time record. A new player walks in and finds the map cleaned and they either have to wait for it to reset or they go to another map that is not meant for their level and they quickly die, numerous times.
I agree, this is bad behaviour. I particularly like the suggestion poof made, to make (some) maps restricted to a certain lvl range. This could even apply to all buildings in Scorn but a few shops, though that would make it impossible for a high lvl player to be nice to others and help them solving a quest that might be too hard for the lower lvl player alone.
Leaf wrote:Accidental (low) player death(s) from wide area spell effects (i.e. meteor swarm)
This is a problem that can happen even when high lvl players party together. I fail to see how this could be prevented by expelling high lvls out of scorn
Leaf wrote:Alchemy experiments from high players in some of the maps results in backfires and summoning of high level monsters into the map - often leads to player deaths (doesn't matter much on level for that one..)
Yes, this is a bad thing. Maybe a no_alchemy tile should be created and added to certain (public) maps? A - imo - good solution would be to grant players a room in their appartment that DOES reset every 2 hours (or any other number) or such. If some accident happens, they are not 'lost forever' but just have to wait some time before the room resets.
This period could even be a few days or weeks, though a too long reset time would render the whole idea useless.
Leaf wrote:High level players usually have substantial wealth - some have been known to enter shops and buy every available item for one reason or another. New players who need food (or buynew spells, upgrade their armour or weapons, etc.) enter a shop, only to find it empty.
This must really be a bad player who did... And i guess he could - and indeed would - go to scorn to perform actions like this, no matter where he's (forced to be) based.
Leaf wrote:New player then skyrockets through the levels - but learns nothing on how to play; Search & disarm traps on chests, resistance potions when fighting certain monsters, avoiding acid attacks, etc. - so a they get to level 10-15 and never get past that because of repeat deaths.
It doesnt matter much when they learn the game basics... lvl 3 or lvl 13, they have to learn once, and if they fail to learn it at lvl 13, or even 33, they would also have failed learning at lvl 3. period.
cavesomething wrote:And then, having created a lot of maps for low level players to form this sandbox, they can all be grouped together so that they can be found easily. In order to provide a consistant mechanism for navigating them, these maps could be collectively formed into a village, where they can have a consistant style, and maybe some intergration between maps. So as to complete this effect, the entire area could have one name to refer to it by collectively, 'scorn' sounds like a reasonable choice for this....
Why not name it Navar? Why change Scorn to be newbie-fit if it happens to be the base for high lvl players?
Better change the world such that it fit both high and low lvl players by adding a new city somewhere between Scorn and Navar? The latter allows a decent choice between Scorn and Navar, it would resolve the problem that all new players automagically start in scorn (the few that actually start in Navar are usually suggested by others to restart their char and move to scorn!)
This Newbietown would aim for lvl's 1-8, should be accessible for lower lvls (maybe except for the appartment) to prevent 'pollution' with items that are 'too good' and most important, it would not force existing players to do anyting.
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Leaf
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Post by Leaf »

Mith wrote:
Leaf wrote:Accidental (low) player death(s) from wide area spell effects (i.e. meteor swarm)
This is a problem that can happen even when high lvl players party together. I fail to see how this could be prevented by expelling high lvls out of scorn
True.. meteor swarm = potential death for everyone.

To refine my earlier statement.. "from nearly all wide area spell effects because they do not have the hit points or gear to protect them from the attack."

For some reason, players like to enter low level maps to test out new spells to see how much damage they can do, how much area they cover and to see their effects.

Also for some strange reason, low level players enter low level maps as well.
:wink:
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techolous
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Post by techolous »

Leaf wrote:For some reason, players like to enter low level maps to test out new spells to see how much damage they can do, how much area they cover and to see their effects.

Also for some strange reason, low level players enter low level maps as well.
:wink:
hmm, how would one go about creating a map for testing spells...
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Post by Leaf »

Mith wrote:
Leaf wrote:Alchemy experiments from high players in some of the maps results in backfires and summoning of high level monsters into the map - often leads to player deaths (doesn't matter much on level for that one..)
Yes, this is a bad thing. Maybe a no_alchemy tile should be created and added to certain (public) maps? A - imo - good solution would be to grant players a room in their appartment that DOES reset every 2 hours (or any other number) or such. If some accident happens, they are not 'lost forever' but just have to wait some time before the room resets.
This period could even be a few days or weeks, though a too long reset time would render the whole idea useless.
I see two potential issues with this idea...

If the "resetting room" was added to an existing apartment, some sort of automated script would be needed to update all existing player files to include this room.

The "resetting room" would need several magic mouths, signs and maybe even a lever to open the entrance and/or magic ear to make it very clear to the apartment owner that items left in this room will be lost upon map reset.

Otherwise, it's a good idea.
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Post by Leaf »

techolous wrote: hmm, how would one go about creating a map for testing spells...
Base it off the arena map so any exp loss from death, damage to equipment, etc. is already addressed.

Make it so only one player can enter at a time, otherwise it will become a dualing arena.

Add some monsters with 0xp (that's zero) for "target practice"
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Leaf
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Post by Leaf »

poof wrote: Is player level something one can check with an inventory check tile or some other mapping method that does not require a Python script?
I seem to recall in the pre v1.0 releases (probably 0.93.7??), leaving Scorn and trying to head to Navar and being unable to continue because of a level check force field. I was under level 10, and I couldn't proceed any further.

Now whether or not that is still possible or if my memory is faulty here - well, maybe it's better to come up with something new then to proceed on such a wild goose chase. :oops:
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Eric Meyer
Mith
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Post by Mith »

Leaf wrote:I see two potential issues with this idea...

If the "resetting room" was added to an existing apartment, some sort of automated script would be needed to update all existing player files to include this room.

The "resetting room" would need several magic mouths, signs and maybe even a lever to open the entrance and/or magic ear to make it very clear to the apartment owner that items left in this room will be lost upon map reset.

Otherwise, it's a good idea.
Yeah, both issues are (more or less) a problem
For 1) depending on what existing appartment and where it is added it wont be very hard to do. I would just guess it would be on the right side of the map, so one or two collumns could be added with an exit and an altar.

For 2) Let the exit be a teleporter connected to a magic ear that activates the teleporter on saying "yes". Stepping on the teleporter could activate a magic mouth that says "reset lost blah blah", well basically what you describe - i didn't read carefully, i'm afraid :)

It would be particularly nice if it was possible also to buy stoves, forges etc etc, for an (of course) HUGE price.
I would like to see it in the Wizard Valley i'm still brainstorming about. (This should become an area attractive for high lvl players)
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or rather: sum ergo bibendi
techolous
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Post by techolous »

Leaf wrote: I seem to recall in the pre v1.0 releases (probably 0.93.7??), leaving Scorn and trying to head to Navar and being unable to continue because of a level check force field. I was under level 10, and I couldn't proceed any further.
Anyone know where to get very old versions from?
Leaf
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Post by Leaf »

techolous wrote:
Leaf wrote: I seem to recall in the pre v1.0 releases (probably 0.93.7??), leaving Scorn and trying to head to Navar and being unable to continue because of a level check force field. I was under level 10, and I couldn't proceed any further.
Anyone know where to get very old versions from?
v0.97.0 and later, ftp://ftp.real-time.com/pub/games/crossfire/

v.0.93.0 and later, ftp://ftp.sunet.se/pub/unix/games/crossfire/old/

"Original" content, ftp://ftp.sunet.se/pub/unix/games/crossfire/historic/

Proceed and use at your own risk on some of this... meaning md5 sums are not available, etc.
"Put another, more succinct way: don't complain, contribute. It's more satisfying in the long run, and it's more constructive."
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Rednaxela
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Post by Rednaxela »

Leaf wrote:For some reason, players like to enter low level maps to test out new spells to see how much damage they can do, how much area they cover and to see their effects.

Also for some strange reason, low level players enter low level maps as well.
:wink:
Heh, I had one incident with this because I was getting fed up with that spell that shoots a poisonball (can't remember what's it's called atm) because it couldn't ever affect anything of my level, so I was shooting it around in a mice mob, and then a noob came running in to kill mice... ran right through my poison :-/

I personally think a target practice map would be a nice idea :-)
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