Real Time Ascend Maling List Archive
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Re: CF: 0.95.3 bugs (OR CHEATS)

I think the fundamental problem is creating very powerful artifacts
without any negatives.  Powerful armor and weapons should be forced
to impair mage or clerical spells.  Likewise powerful casting items
should be forced to impair physical attacks and such.  All powerful
items should conceptually make the player more specialized into the
limited area granted by the item and not assist the player into
becoming great at everything.  I think it is much more interesting
when the player must decide whether to develop the character as
the artifact would demand.

Second, powerful items should be very hard to unequip, say a 5% chance.
They have ego and want to be used.  This would prevent a character
from carrying a large number of powerful items and switching between
them quickly depending upon the current state of the battle.

Combining these two approaches would mean that powerful items create
specialized chars that remain specialized as long as they use that

> Date: Mon, 17 May 1999 21:36:29 +0000
> From: Steve Fink <>
> X-Accept-Language: en
> Mime-Version: 1.0
> To: Mark Wedel <>
> Cc: crossfire mailing list <>
> Subject: Re: CF: 0.95.3 bugs (OR CHEATS)
> Content-Transfer-Encoding: 7bit
> >  With that said, the following is a list of the current artifact 
> > 
> >  2) There are too many artifacts which are clearly the best - armor 
that is so
> > great there is nothing else you ever want to wear in almost any 
> > circumstance.  This is probably partially caused by map makers 
making artifacts
> > that are too good.  IT is probably also caused by few artifacts 
> > disadvantages.  It might also be caused somewhat by not enough other 
> > artifacts that have different properties so that you may want to 
> > artifacts one in a while.
> Hmmm... there's a direct line of attack on this problem. Make 
> artifacts incompatible with each other -- the best armour and the best
> sword just don't get along. Explain it away with personality
> differences, or something. The Flaming Sword of Napalm Hurling just
> might not like to associate with the Frosty Helm of the Ice God. Or
> maybe equipping two fire-aligned artifacts cancels out any cold 
> you might otherwise have enjoyed (or fire immunity; it could be argued
> both ways). Force players to specialize some more.
> It's still not completely automatable, though -- you might have to add
> attributes to a lot of the existing artifacts. Attacktype fire and
> immunity to X are dead giveaways, but it's not always that easy. But
> assuming the "best" artifacts are fairly well known, you really only
> need to balance out a small set to start with.
> -
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