Heaven and Hell

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timbo
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Heaven and Hell

Post by timbo »

I was just wondering why the TC's were moved to far away lands with items required to enter the zones while Heaven and Hell remained in their same spots?

Both of these zones are WAY better experience than any of those TC's and you could reach the 98th floor of Heaven in about 30 minutes and that's a LOT of experience.
Aaron
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Post by Aaron »

as you kinda need the churches to make much sense, although moving them to diffrent towns might be bennificial...
cavesomething
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Post by cavesomething »

maybe it should be neccessary to die to enter them?

That would stop them being beneficial to xp :twisted:
woo
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Post by woo »

perhaps they should be located at a newly located, hard to reach, special temple to each respective god? In game terms the gods don't want anyone wandering in - only the dedicated.
timbo
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Post by timbo »

With some items or platinum to enter that shows their dedication to the god...they just dont know that youre there to slaughter them.

Could always add a God to the 99th floor.
bort
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Post by bort »

You should make it a one way ticket until they reach the top.

E.g. User1 enters the temple. He cannot leave any of the random levels, until he gets to the 100th level (level being the area, not the xp).
Exceptions are:
-if the person dies, then they are transported to a special room in the temple that has a one way exit out.
-Beds of Reality should be on each random level. (this solves an irritating aspect that one should be allowed to log out.)
They should not be able to use WoR or TP.
If one wants to party, there should be a method of allowing it, but the bottom point is that you complete all of heaven|or|hell, or die trying.

This all boils down to:
"If you start it, you must finish it."

A special God-monster should be on level 100, but make it so that a char might be able to outrun it.

Advantages:
-Prevents xp harvesters from cutting off easily, forcing them to complete all of it, or die.
Disadvantages:
-A n00b will not be able to level as easily. This forces one to create special areas of heaven|hell seperate from the main random levels.

Requires:
-Significant map rework.
-Poss. code change.

I have little time for this, but it is a fascinating concept, serving highlevs and lowlevs both.
lordyoukai.DA
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cavesomething
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Post by cavesomething »

bort wrote: Disadvantages:
-A n00b will not be able to level as easily. This forces one to create special areas of heaven|hell seperate from the main random levels.
This is a /dis/advantage?
bort
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Post by bort »

cavesomething wrote:
bort wrote: Disadvantages:
-A n00b will not be able to level as easily. This forces one to create special areas of heaven|hell seperate from the main random levels.
This is a /dis/advantage?
Crossfire needs a growing userbase, not a shrinking one.
All arguments of "keeping away morons" is very stupid now.
Most people are computer literate, and making crossfire insanely hard to get to a decent level is the worst decision.

n00bs should have a hard time, yes, to level, but you want to cater to all aspects of crossfire, not just one.
lordyoukai.DA
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cavesomething
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Post by cavesomething »

bort wrote: Crossfire needs a growing userbase, not a shrinking one.
concurred, within reason (growth of 200% a month could be a nightmare to control)
bort wrote: All arguments of "keeping away morons" is very stupid now.
speaking for myself, I have only ever made such comments in jest
bort wrote: Most people are computer literate, and making crossfire insanely hard to get to a decent level is the worst decision.
Is it really though? Consider that any quests massively below a characters current level are unlikely to be attempted (or, if they are, will pose little challenge, and be quite dull). Therefore, it is useful to have players be able to gain xp in such a way that they level whilst being able to do most of the quests at an appropriate level.

I would contend that this is a laudable goal, and that it is what should be looked for in deciding on level progression.

As a rough example of this; consider with the current world, the progression should be roughly

lvl 1-5
tutorial, beginners, newbie tower, etc, gate pass.

lvl 6-30
other places in scorn, scorn port, scorn old city, red town, santo dominion, start of royalty quests, moogly bill quest.

lvl 31-60
navar, darcap, rest of royalty quests (except maybe the last couple, which could wait a while), wolfsburg

lvl 51+
brest, mlab, nurnberg, ancient pupland, random wilderness stuff.
bort wrote: n00bs should have a hard time, yes, to level, but you want to cater to all aspects of crossfire, not just one.
I really don't follow what you mean by this point.
Aaron
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Post by Aaron »

so what does save the n00bies have to do with move spam maps away from easy to reach places?
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