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Re: version 0.92.1



In message "Re:  version 0.92.1", 
'Raphael.Quinet@eed.ericsson.se' writes:

>Here is a translation of that french message...  I started translating it
>line by line, but the style is so horrible (sorry, Ludovic) that I decided
>to skip the uninteresting parts and summarize a bit.

Thanks Raphael, I'll try my best to replied in French; although, it might
be somewhat limited :-)

>Here is what Ludovic Maillet <lmaillet@ufrima.imag.fr> had to say:
>
>  I hate this new version.  The more I play and the more I hate it...
>  Two or three things really get me nervous:
>   - The Beldoran's weapons trashed.
>     6 or 7 levels less than my previous weakest weapon (26 less than my
>     favourite weapon)

      hmmm...

>   - One year's work wasted because of these shitty skills. 
     
      pardon?

>   - I don't care knowing if I use clerics or sorcerers spells, if I'm
>     pushing when I crush a door, ... (although this doesn't annoy me too
>     much)

      hmmm...

>   [...]
>  Some skills are interesting but existed in another form in the previous
>  version:
>   - What's the point in learning new skills (without a chance to fail) in
>     order to be able to do things that one could do before without learning
>     them?

      oui!

>   - What's the point in lockpicking a door in order to increase one's
>     lockpick skill and open doors more easily, if it was so easy to hit
>     them?  I don't know yet if it is possible to lockpick a door which
>     requires a special key, but if this is so, then some quests are doomed.

      oui!

>   - Some spells became clerical and so are very hard to use by sorcerers.
>     I'm not a cleric by vocation, but a sorcerer, and being denied the use
>     of some spells is unfair.

      non?

>  Criticizing is one thing, but proposing new ideas is more interesting and
>  useful:
>  1. In the previous version, the classes were very close to each other and
>     it is still true in the new version (a sorcerer can easily become a
>     powerful warrior and vice versa).  There should be a version which
>     really separates them.  For example some skills (that really add
>     something) specific to each class: clerical spells, prayers, graces and
>     gods for the clerics, simple battle spells and the like for the
>     sorcerers, and martial skills as strong melee weapons for the warriors.
>     It should be impossible for some class to use some skills...

      oui!

>  2. The new version has new spells that weren't in the old one, but since
>     there are so few of them and they are divided in two categories, there
>     are in fact less spells.  Some useful spells such as heal, fireball,...
>     [should be common], the differences being on "exotic" spells such as
>     earth to dust, holy word,...  There should be twice as many spells,
>     each kind being specific to one class (clerical spells for clerics).
>     Very few spells for warriors and very specific (battle skills).
 
      oui!

>  3. Some weakened classes should be leveled up (monk...).

      non.

>  4. Keep the old unique ranking system which avoided painful and pointless
>     calculations and reflected very well the power of the character in his
>     domain.

      hmmm...

>  5. Maybe create very high level spells (> 20) besides spells with power
>     increasing according to the level (which is good).  For example, a
>     level 40 spell for summoning big beasts, or a permanent spell, or a
>     transformation spell...

      oui.

>  6. Create a system which allows old players to be integrated in the history
>     of the game.  Example: being allowed to buy a house, to have a plate
>     somewhere for having succeeeded in such and such thing, having a job...
>     all this kept despite reboots...

      oui,oui!

>That's it for the translation.  Ludovic, if you are reading this, I hope that
>I didn't skip some parts that were interesting for you.  Correct me if
>something is wrong in my translation.
>
>-Raphael

Boy, I'm glad, I got that off my chest ;-)

Regards.