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.
Heaven and Hell
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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.
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
My wraith is cooler than your dragon.
My wraith is cooler than your dragon.
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Crossfire needs a growing userbase, not a shrinking one.cavesomething wrote:This is a /dis/advantage?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.
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
My wraith is cooler than your dragon.
My wraith is cooler than your dragon.
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concurred, within reason (growth of 200% a month could be a nightmare to control)bort wrote: Crossfire needs a growing userbase, not a shrinking one.
speaking for myself, I have only ever made such comments in jestbort wrote: All arguments of "keeping away morons" is very stupid now.
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.bort wrote: Most people are computer literate, and making crossfire insanely hard to get to a decent level is the worst decision.
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.
I really don't follow what you mean by this point.bort wrote: n00bs should have a hard time, yes, to level, but you want to cater to all aspects of crossfire, not just one.