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Wish: Maps would scale up based on player-level..
Posted: Fri Feb 13, 2004 3:07 pm
by Zortan
I don't know if this has been brought up, but it would be really neat to have maps that scale up based on the player level entering it.. Not all maps, just "special" maps..
I don't care if at level 50 I encounter an ubber-zombie, I think it would be interesting! Of course, the experience should be equivalent...
Perhaps if not monster level, then maybe the generation rate.. Say a normal map has dragons generating every 6 minutes (example) for a level 20 player.. A level 60 player goes in and the same generator produces dragons every 2 minutes..
I still would prefer the difficulty scaled up (more on the lines of HP, WC and AC) rather than just the generation rate.
Posted: Fri Feb 13, 2004 3:23 pm
by hoxu
And what happens if level 110 character enters the map (and possibly leaves), leaving the following 20-level guy a map with a lot stronger foes than expected?
(I think this has been discussed once before)
Posted: Sat Feb 14, 2004 1:43 am
by Zortan
Said unlucky fellow better leave quickly.. I guess a note could also be randomly generated saying what level creatures are inside for THAT reset..
Something like.. "Creatures here are based on a level 110 wizard"..
Warning enough..
Posted: Sat Feb 14, 2004 7:03 am
by Leaf
Zortan wrote:Said unlucky fellow better leave quickly.. I guess a note could also be randomly generated saying what level creatures are inside for THAT reset..
Something like.. "Creatures here are based on a level 110 wizard"..
Warning enough..
After showing Crossfire to a number of new people at a gaming convention for the past 4+ years I can tell you one thing, a "note" or "sign" is not enough.'
You need a magic mouth in front of a gate or door with a lever with a message like you mention.
Then again, if people don't want to bother reading notes/signs that are a warning of potential death, perhaps that's their own fault!

(j/k)
Posted: Mon Feb 16, 2004 3:36 pm
by Zortan
Joke or not, I tend to lean towards the "NOT".. I stumbled into chaos lair once or twice.. No sign or anything, but the fact that it was hidden and had some difficult creatures in the beginning should have told me to be careful.. I wasn't.. I died.. didn't go back till I was stronger
There, again, was no sign, but did I get pissed at someone for not letting me know that up front? No!
Sign says: "Becareful traveler.. Area is infested with large dragons. You will need potion of fire resistance, cold resistance, at least 30 healing potions, someone to heal you, etc, etc, etc"...
I think this being a RPG it's up to us to decide whether a map is getting too difficult.. There has been many times (after chaos lair encounter) that I backed out of a map after only clearing one or two rooms.. It was getting WAY too tough..
I would like the scale-up of CERTAIN MAPS (maybe create couple new maps?).. but if it's an impossibility, then we'll live with what we got

Posted: Mon Feb 16, 2004 5:46 pm
by Avion
Actually this is a good suggestion IMHO, an 'encounter' generator would be a great addition to the game and has been discussed in the past. Being able to generate some creatures from a sliding list of monsters would be great. If you could add a easy, normal or hard 'encounter' to a map rather than a fixed generator and if this would fire off based on this modifier against a value of <*total level of all players on the map*> that would be fun. Maybe easier to do would be changes to the random map code to set the level of the random map based on the level of the player entering the exit (not as flexable as the other since it cannot adjust for multiplayer but still a good way to make random maps more useful.)
Posted: Tue Feb 17, 2004 1:04 am
by Leaf
Avion wrote:Actually this is a good suggestion IMHO, an 'encounter' generator would be a great addition to the game and has been discussed in the past. Being able to generate some creatures from a sliding list of monsters would be great. If you could add a easy, normal or hard 'encounter' to a map rather than a fixed generator and if this would fire off based on this modifier against a value of <*total level of all players on the map*> that would be fun. Maybe easier to do would be changes to the random map code to set the level of the random map based on the level of the player entering the exit (not as flexable as the other since it cannot adjust for multiplayer but still a good way to make random maps more useful.)
Use something similar to the "jobs code" that was in development a few months ago..
A group of players (or single player) need to stand on teleporter(s), during which time the map difficulty level is determined. Map and/or monster encounters are generated, players then enter the map.
"Entry Map" details - players purchase keys (or something else) which opens a gate for them to the teleporter room. As players stand on the teleporter, a gate behind them closes. Once all teleporters are in use (or after X seconds) players are transported to the map.
DISCLAIMER:
Not exactly (or even close..) to an original idea on my part, a very large commercial game uses a system like this already - and map features like what Avion mentions.

Posted: Tue Feb 17, 2004 3:20 pm
by Zortan
Okay, we have an idea, now let's do it up!

Posted: Wed Feb 18, 2004 7:06 am
by hoxu
leaf wrote:Not exactly (or even close..) to an original idea on my part, a very large commercial game uses a system like this already - and map features like what Avion mentions.

In exchange for the Crossfire source code that
some of those commercial games use, I don't think it's a big deal if we borrow an idea or two from them.

Posted: Wed Feb 18, 2004 1:44 pm
by Zortan
That's funny..Some "ideas" aren't really "ideas".. they just make sense and are intuitive things...so that, and we're not really borrowing an idea if we never heard of it before.. At least the case here..
Who invented the color white?