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Re: CF: Restoration Potions
- To: crossfire (at) ifi.uio.no
- Subject: Re: CF: Restoration Potions
- From: "Doug wilder" <>
- Date: Wed, 18 Aug 1999 05:25:04 PDT
- Sender:
we could make a new potion, and have the potion set so that the only way to
get it is to make it (i.e. setup a quest for the recipe), then make the
components hard to get
>From: Mark Wedel <>
>To:
>Subject: Re: CF: Restoration Potions
>Date: Tue, 17 Aug 1999 20:48:48 -0700
>
>Steve Fink wrote:
> >
> > Doug wilder wrote:
> > >
> > > Well, im not infavor of eliminating major game elements such as
>Immunity
> > > rings. But it would be nice to recover some of the lost experience
>some how,
> > > or maybe even this..
> >
> > I am most definitely in favor. I used to get an adrenaline rush when I
> > opened a door to a room filled with six grim reapers. Now I sometimes
> > use them as blockers, to prevent any of those _dangerous_ undead from
> > getting close. Kinda takes the fun out of it.
>
> At some point, the game is going to need a rebalancing effort done -
>remove
>some artifact, adjust others, change monsters, etc.. Crossfire has
>definately
>become a 'creeping immunity' type of thing - some new immunity item is
>added, so
>map makers respond by new tougher monster (with even more immunities), and
>so
>on. I personally think too many monsters are immune to too much stuff.
>Players
>can also become immune to too much stuff.
>
> At one point, immunity to drain was only available by the strange ring,
>and
>those were quite rare, so you were happy when you found one (and those
>rings
>only were immune and drain and depletion I believe). You now have the more
>common ring of life, which also gives a regen +2 rate (which by itself
>might be
>worth wearing), and so good shop searching can usually turn those up if you
>have
>the money.
>
> I don't really want to rehash the balance and artifact discussion again.
>But I
>do agree with steve - at one time, grim reapers where something you really
>feared. If playing with NOT_PERMADEATH, getting attacked by them could be
>nastier than dying.
>
> >
> > You could always swap them with charged items -- total immunity to the
> > next n drains, or for the next n experience points of drain (the latter
> > has a strange balancing effect where it's much less useful for high
> > level characters).
>
> High level characters are less likely to be affected by grim reapers
>however -
>they are more likely to have the speed and/or spells to take out a group of
>grimreapers before they pose a direct hazard.
>
>
> > Some variant of this seems reasonable. I'm not sure what balance
> > problems might arise from having lots of people running around with high
> > levels but lousy skills.
>
> There is a current problem in that there is a maximum exp total allowed
>(general category), and I believe when that is reached, you effectively
>stop
>gaining any exp in any category. I don't consider the bug that there is a
>maximum total, more the bug is that you can't get it in other categories.
>But I
>don't consider that a big problem - if you reach max exp, you should
>probably
>retire the character.
>
> The problem I can see with large total exp difference from skill exp is
>that
>the character could be quite tough (and with good items) in the general
>category, but lack the skill levels to do tough dungeons because of that
>discrepency. So they are left doing intermediate dungeons they may have
>done
>before, which are not very interesting.
>
>
> (re regaining lost exp)
> > Well potions etc. aren't free. But that's an interesting wrinkle, and
> > probably easier to implement besides.
>
> Yeah - restoration should probably be limited to potions - things that
>cost at
>least some amount of money. But at some level, money is usually no object
>(being there is not enough stuff to buy with the money). That money
>problem is
>probably both good and bad - you don't want players to be able to buy all
>the
>useful stuff in shops, but at the same time, it can be frustrating to have
>a
>pile of money and nothing to do with it.
>-
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