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poigabunter

misc comments

Post by poigabunter »

The Matrix movie is a huge marketing scam. Within the matrix, it is in general possible to jack out from anywhere. However, we are made to believe that the humans, led by Neo, are too stupid to realize that it is possible to jack out from anywhere except for matrix projections of telephones. The result is that real world people, eager to mimic the actions of fictional movie characters, are meant to jump at the opportunity to answer telephone calls, and thus realize an escape from reality. That means jumping at the chance to answer telemarketing calls, thus the scam.

Anyways, time for some more on-topic comments. First of all, starting equipment should include some basic stuff for all characters, such as a keyring, pouch, flint and steel (probably needs price adjusted), library card, and probably a bag as well. Maybe other stuff as well, but I think that the things that I listed are rather basic, and there's no reason to waste time looking for them when starting a new character.

Also, players starting in Scorn should get the gate and port passes free. I know that they are not expensive, and that a password can be used instead, but it's unintuitive to require buying one's way out of their city of residence.

As far as starting equipment goes, I think that things like armor and weapons should be permanent. They are inexpensive and easy to replace, so abuse is not an issue, but it is annoying to drop them by accident and have to look for new ones. I'm guessing that the main concern is newbie littering, but if that is such a big problem, then a mostly harmless critter can be invented that walks around the city and eats things lying on the ground.

Speaking of weapons and armor, the weapons and armor at shops are usually useless, because they are not cost-effective for low level characters, and ususally easy to find elsewhere for mid-level characters. I don't know if this is necessarily a problem, but it at least bears mentioning. Also, I know that it wouldn't be possible with the current random shop tile implementation, but it would be nice if items in a shop were sorted.

Next, if any of the ugly, poorly scaled-up images in the classic set need replacing for certain, they would be character images that a player sees when first starting a new game. I'm thinking of the lizardman graphics in particular here.

Also, there are three beginner houses, not to mention various newbie towers and such. This seems overkill to me, and probably only serves to patronize newbies and give experienced players a place to grab free items. I can understand keeping levels around for nostalgia, but otherwise, something more concise would be better.

For a newbie character, it is way too easy to find oneself within a dungeon full of monsters while looking around the city. It's not that this is too difficult - not by any means - it's just that it is horribly uninteresting for a player trying to get their bearings in the game.

Finally, as an idea, perhaps it would be interesting to make the praying skill available only through the use of a holy symbol of the appropriate diety. Furthermore, it may make sense for different holy symbols to have level limits. Thus, maybe high-level holy symbols would need to be quested out, and 0-level holy symbols (which don't grant spells, but grant the benefits of the religion) would be available freely or inexpensively to any characters.

I've played CF a while ago, and I just tried server 1.6/gcfclient 1.7 to see what the game is like these days. I have to note that both have a bug. I'm not sure of the circumstances that cause it, but sometimes, the client will freeze, displaying a libpng warning. Killing the client then crashes the server. Other than that, it's nice to see that the graphics have matured a bit.
Leaf
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Re: misc comments

Post by Leaf »

poigabunter wrote:The Matrix movie <snip>
You take an interesting view on the movie, your choice.. Oh wait, well know it's not about choice but understanding the choice that has already been made for you. :wink:
poigabunter wrote: Anyways, time for some more on-topic comments. First of all, starting equipment should include some basic stuff for all characters, such as a keyring, pouch, flint and steel (probably needs price adjusted), library card, and probably a bag as well. Maybe other stuff as well, but I think that the things that I listed are rather basic, and there's no reason to waste time looking for them when starting a new character.
My observation on a keyring, pouch, bag (and all other containers for that matter) are very confusing for a new person to Crossfire. Trying to figure out why an item isn't in their inventory when they picked it up (bag is active) and removing an item out of the bag (need to open it, then right click on the item) is a very common question and problem when I show Crossfire to new people. Is a simple, non-magical container all that beneficial or useful?

IMO, no they are not. IMHO, containers should not be part of a starting players inventory.

Flint ant steel plus a light source, yes. Library card? Well, that would be useful too.
poigabunter wrote: Also, players starting in Scorn should get the gate and port passes free. I know that they are not expensive, and that a password can be used instead, but it's unintuitive to require buying one's way out of their city of residence.
Perhaps this does need to change, but the password gates and the passes were implemented to prevent people that are too new to the game from wandering out in the world and getting lost or entering a dungeon/map that they are not ready for.

Perhaps more quests and opportunities to obtain gate and port passes need to be implemented so that when the now level 3 or 4 (maybe higher?) character solves Gorks Grovel, Friendly Giant's Tower, et al they can now leave Scorn instead of just the Mad Mages Tower, Alfalfa's House, et al.
poigabunter wrote: As far as starting equipment goes, I think that things like armor and weapons should be permanent. They are inexpensive and easy to replace, so abuse is not an issue, but it is annoying to drop them by accident and have to look for new ones. I'm guessing that the main concern is newbie littering, but if that is such a big problem, then a mostly harmless critter can be invented that walks around the city and eats things lying on the ground.
The shopping code has changed to that the sell price has been lowered and purchase price has been raised in attempts to reduce money deflation. Hmm, let me try that again. You don't make as much money selling items and the cost of items is now higher to reduce inflation. (That's my summary of it..)

Before this code was in place, starting new characters and dropping all their equipment and selling could provide you a decent amount of money. That's why the starting_eq feature was in place - drop it, you loose it.

Is this still necessary?
It sure is for some equipment like a glowing crystal and holy symbols.
poigabunter wrote: Speaking of weapons and armor, the weapons and armor at shops are usually useless, because they are not cost-effective for low level characters, and ususally easy to find elsewhere for mid-level characters. I don't know if this is necessarily a problem, but it at least bears mentioning. Also, I know that it wouldn't be possible with the current random shop tile implementation, but it would be nice if items in a shop were sorted.
Another change in the past year is stores generate items based on the general difficulty of surrounding maps. For instance, Lake Country stores should produce items that are mid-level or higher. For instance, there should more level 6-7 spell books then level 1 spellbooks in a store. The reverse is true for a place such as Scorn.

Are the items produced in a store useless?
I usually find some sort of magical armour or weapon in the Newbie Tower, so I hardly purchase such items from a store. That doesn't mean the items are useless, I just found ways of obtaining decent equipment through other means.

Are items in a store underpowered?
I would say they are not - I have on many occasions frantically run around through maps trying to collect enough loot to buy armour/weapon +2 or +3 from a store (if it's better then what I have found, mentioned above). Underpowered, I would say no. Magical items not common enough, maybey.

Are items in a store over priced?
I would say no. How many people swap their lowest stat into their Charisma slot?
poigabunter wrote: Also, there are three beginner houses, not to mention various newbie towers and such. This seems overkill to me, and probably only serves to patronize newbies and give experienced players a place to grab free items. I can understand keeping levels around for nostalgia, but otherwise, something more concise would be better.
The map names that are used are overkill (beginners, beginners2, etc.) or the concept of several level 1 maps are overkill?
poigabunter

Re: misc comments

Post by poigabunter »

leaf wrote:
My observation on a keyring, pouch, bag (and all other containers for that matter) are very confusing for a new person to Crossfire. Trying to figure out why an item isn't in their inventory when they picked it up (bag is active) and removing an item out of the bag (need to open it, then right click on the item) is a very common question and problem when I show Crossfire to new people. Is a simple, non-magical container all that beneficial or useful?

IMO, no they are not. IMHO, containers should not be part of a starting players inventory.
If you want a game where containers are a problem to use, then make strength and dex checks required to open them, and have a chance of tearing when items are put in.
leaf wrote: Perhaps this does need to change, but the password gates and the passes were implemented to prevent people that are too new to the game from wandering out in the world and getting lost or entering a dungeon/map that they are not ready for.
It would make more sense to require passes for high level dungeons rather than the gates. Obviously, a Wyvern should be guarding the city gates.
leaf wrote: The shopping code has changed to that the sell price has been lowered and purchase price has been raised in attempts to reduce money deflation. Hmm, let me try that again. You don't make as much money selling items and the cost of items is now higher to reduce inflation. (That's my summary of it..)

Before this code was in place, starting new characters and dropping all their equipment and selling could provide you a decent amount of money. That's why the starting_eq feature was in place - drop it, you loose it.

Is this still necessary?
It sure is for some equipment like a glowing crystal and holy symbols.
Glowing Crystals were only in the game as an unusual starting item for an unusual character race like the fireborn. There's certainly no reason to treat it like normal equipment.

At the same time, there's no way that, for instance, a new swashbuckler character is carrying a dagger only because some god lent it to him.
leaf wrote:
poigabunter wrote: Also, there are three beginner houses, not to mention various newbie towers and such. This seems overkill to me, and probably only serves to patronize newbies and give experienced players a place to grab free items. I can understand keeping levels around for nostalgia, but otherwise, something more concise would be better.
The map names that are used are overkill (beginners, beginners2, etc.) or the concept of several level 1 maps are overkill?
Alternatively, do away with all or most of the monsters in Scorn, thus making all of the houses newbie by default, and do away with the beginner label. Move the monster houses to the Scorn Old City, and change the premise of the Old City mapset a bit (since completing the quest doesn't do a thing about monsters in Scorn anyways).
Matin
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Post by Matin »

Before this code was in place, starting new characters and dropping all their equipment and selling could provide you a decent amount of money. That's why the starting_eq feature was in place - drop it, you loose it.Is this still necessary?
It sure is for some equipment like a glowing crystal and holy symbols.
Just make that the start items give no money from selling and its ok ,no?
I mean i agree it's ... for a newbie to lose newb items which are expensive as ... to buy =/ so just make they dont sell for money,remove the start equip things and that's solved
I is sexy,ain't I?
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