Crossfire Mailing List Archive
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: treasures
- To: crossfire (at) ifi.uio.no
- Subject: Re: treasures
- From: (Joe Hartley)
- Date: Mon, 5 Oct 92 08:57:10 EDT
> > the problem about having artifacts and such in the editor is;
> >
> > 1) every levelcreator want to have at least one artifact
> > in their domain. this leads to inflation of artifacts.
Not if we're careful about our map making. The map review proposed elsewhere
would be a good way to keep things realistic.
> >
> > 2) artifacts are lying the same places every time.
> > players will soon get to know were they lie,
> > and go for them all the time.
> > The point about random treasures is that players have to walk
> > around everywhere to find artifacts, they don't know were they are,
> > so they have to search.
That's part of the fun, and part of the strategy. One of the reasons I
want to add the speed boots is because I've got an "Indiana Jones" type
trap where the boots are on a button that has a pretty nasty trap associated
with it. You *might* be able to get out without them if you're speedy
enough, but you have a much better chance if you wear them.
I hate the "hack-n-slash" levels where nothing but brute force, spells
a-plenty and a quick finger on the keyboard are all that are needed to
get by.
Also, I think it's a *good* thing to have artifacts in known places. It
adds a little focus to the game other than mere survival.
> >
> > If you make something though and you want to reward the players,
> > make a tresurechamber with lots of random tresures.
> >
Well, this I don't like. I've got a pretty powerful character now, with
*lots* of gold stashed away, and I'm using a relatively wimpy weapon
because the random generators haven't seen fit do drop even a +4 sword
my way, never mind an artifact. I can't even find anything sdecent in the
shops! So I've got about 12K in gold, and nothing to spend it on.
> >
> How about a random artifact treasure type, that can be linked in the
> same way as switches. So that you can guarentee having one artifact of some
> type, weighted so that the minor items like Stinger appear more often than the
> major items like Excalibur. This would give the players something to go after,
> but still make them search the whole dungeon/castle for it. The same sort of
> thing could be implemented for fixed treasures as well so that the designer of
> the dungeon could fix the power level of the magical equipment found in a
> dungeon.
This is better, and might make for very interesting games, but as the maker
of the map, I should be able to do as I please. And as has been pointed out,
if I can do it by editing the map file, I should be able to do it in the
map editor itself.
Rest assured any inferior maps that don't meet our high standards in this
list won't make it into 1.0 :-)
===============================================================================
Joe Hartley | - Whenever you find that you are on the
Cadre Technologies | side of the majority, it is time to reform. - M. Twain
222 Richmond St. | --------------------------------------------------------
Providence, RI 02903 | Overman 1st Class - the Kilgore Trout Memorial Clench
(401) 351-5950 x266 | of the Church of the SubGenius
===============================================================================