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Crossfire Mailing List Archive> first, every so often, people post/send me mail asking what they can do >in a non programming capacity. Two things come to mind: Write up more >help files, and evaluate the existing maps. > The first is pretty self explanatory. If you know how the commands work, >you can pretty easily write up a help file for it. And while we're at it: Who did NOT like the old way of using help? You type 'help, and a lit of commands pop up. Not this small "menu" where you have to type "'help commands" to see all the commands etc. I think that when one types 'help, one should get a list of all the commands, perhaps sorted somewhat by function (?), and on the bottom a list of topics one could also ask for help on. Comments, please. > Different subject: Overall playability and game balance in crossfire. >Basic problems: >Spell casters (especially level 10+) tend >to have many advantags over fighters. > The first probelm I see with spell casters is that the number of spells >is getting larger and larger, and there is no limit to what a caster can >know. with this, you really want to be able to cast spells, and have >spellpoints to do so. One solution might be to limit the spells certain >classes can use. Maybe only priests can use clerical type spells, and >perhaps even use the varous spell paths for different classes to limit >their spell selection. This also has the advantage that it does >differentiate classes. And with less spell selection, the spell casters >do not have quite an advantage over straight fighters. I think this is a great idea. Wizards could have all the major destructive spells, mages could have a variety, some destructive and some conjuring, priests could have the major healing spells, some conjuring and perhaps some offensive spells, clerics could have some healing and the major prayer-offensive spells, ninjas could have some detection/invisibility, perhaps dimension door, but: Only at high levels. If we have a look at Angband and their way of doing it, rogues and rangers may learn the same spells as a mage, but at higher levels and at a higher cost. Here's an example from the docs: MAGE RANGER ROGUE * Beginners Magic * Spell Lvl Mana %fail Lvl Mana %fail Lvl Mana %fail ------------------ ---------------- ---------------- ---------------- Magic Missile 1 1 22 3 1 30 XXXXXXXXXXXXXX Detect Monsters 1 1 23 3 2 35 5 1 50 Phase Door 1 2 24 3 2 35 7 2 55 Light Area 1 2 26 5 3 35 9 3 60 Treasure Detection XXXXXXXXXXXXXX XXXXXXXXXXXXXX 10 3 60 Cure Light Wounds 3 3 25 5 3 40 11 4 65 Object Detection XXXXXXXXXXXXXX XXXXXXXXXXXXXX 12 4 65 Find Traps/Doors 3 3 25 5 4 45 13 5 70 Stinking Cloud 3 3 27 7 5 40 XXXXXXXXXXXXXX As you can see, there are some spells rogues cannot learn, but also some rangers/mages cannot learn. I think all classes should have spells. One could to it in two steps: first, divide all the spells into spells and prayers. Then, decide which classes get prayers and which get spells. One COULD of course let some classes have both, but that'd be a mess. And if you think there should be some kind of healing spell for instance for mages, then duplicate a minor one from the prayer list and call it "tapping the ozone layer" instead of "cure light wounds". Whatever. >Most of the different classes/races are not really that different. Maybe >a stat point here or there, but nothing else. In the old days, there was indeed a big difference between for instance a wizard and a mage. Because wizards had 21 max int, it was possible to get 30 int with the right equipment. Mages could only get 29. Fighters could get 30 str, and could cast a few spells. Barbarians could get 30 str AND 30 con, but could forget about casting spells. Then again, some might argue that these were the only differences, and they were indeed. :) What looked like a casual table for stat-maximums for the different classes, was in fact a very carefully planned table. And it had the items to match. But I guess this is what happens when other people take over your game and start making items. >Weapons created with the improve scrolls become really powerful, and upset >game balance. Junk'em. They ARE too powerful, and it's a lot harder to maintain game balance. > One solution might be to do away with weapon improvements alltogether. Oh, yes. Sounds great. >Another might be to limit the potential. With the improve scrolls, people >can create weapons that are better than artifacts. Perhaps max damage >for a weapon should be lower. Maybe the artifacts should be a bit >more powerful. Most of the artifacts don't add more than at most +2 to a stat, so I guess a "limit" would have to be +1... Hm. Nah, junk'em. :) >OR maybe for each improvement, a chance of total failure (with the >weapon being destroyed) shoudl be added. But, eventually somebody WOULD turn up with that all-too-powerful weapon, and that server is fu*ked up. - Bjoern