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Re: Crossfire Races



>etc>> Locally we found that the game was grossly unbalanced towards
>etc>> low level fighters and high level mages.
>etc>
>etc>Hmmm... Not really if you are used to playing mages.
>
>Around here we use partying to boost mage classes to about
>tenth level, otherwise it's too slow...

I never found mages hard at low levels - a lot of difference at first level
can be the spell the mage gets.  If you have burning hands, it is typically
quite easy to gain the first few levels.  Haven't played a mage for a while,
so I can't say how the middle levels go.

>etc>> We also modified the mage classes such that their weapon class went
>etc>> down at about quarter the rate of pure fighters, with others in 
>etc>> between.
>etc>
>etc>Not a good thing. A better solution could be to create weapon skills
>etc>and use fighting experience instead of level-based experience to
>etc>calculate the weapon class.
>
>Granted but I'm not that smart, perhaps you should talk to bt
>about that. He seems to be writing all that stuff, which is over
>my head by miles.
>
>At the moment it works though at higher levels it is less valuable to
>be a mage no matter how super your weapon is, you still couldn't
>fight say a big wiz hand to hand...
>

 But should a mage really be a great fighter hand to hand?  If a mage can
take a big wizard on hand to hand?  IT would seem to me that if a mage is a
good hand to hand fighter, what is the point of being the fighter then?

 I know that Brian changed the fighter skill code recently so that wc and
damage goes up as fighting skill level goes out.

>etc>[...]
>etc>> P.S. I also hacked the disarm code such that the spell gives no
>etc>> experience there are too many places to get experience without 
>etc>> any risk.
>etc>
>etc>This is maybe a good thing. We get level 100 in about 45 min over
>etc>here... Gige a Spellbook of rune of death to an angel and disarm his
>etc>traps.
>
>Seems a pretty stupid thing to do, I can think of better ways to
>get to 100th level, most of them are mind numbing though...
>

 I think there will always be potential problems of getting experience at
some point.  I can't think of a good way to fix the rune of death to an
angel problem.  It could be any rune spell I imagine.  Obviously, you should
get exp for disarming runes that other monsters created.

>etc>
>etc>>      I also coded a rough work around for the infinite spell point
>etc>> feature. We had a lot of fun with that one for a while.
>
>Our work around has a small problem when you invoke a summon spell
>it doesn't hold the golem in the range field so you can control it
>a little as it moves around....
>

 I believe the infinite spell point system was fixed in 0.92.1 - are you
still seeing the bug in that version, and if so, how?

>kind of silly huh?
>
>etc>
>etc>I did that, too, sometimes.
>

 One thing I would say before you get to involved is this:  How does the
balance between mage and fighter work out in 0.92.1 with the new skill
code?

 It seems a bit pointless to start hacking too much code if the balance has
been corrected.