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Re: CF: Usless Items (was Map integration)



On Jan 20,  2:00pm, Anthony Thyssen wrote:
> Subject: Re: CF: Usless Items (was Map integration)

> The main problem is that in things like Ultima their was only one major
> quest. In Crossfire you have a huge number of quests.

 True. Perhaps one improvement would be to group/chain more of them together.

 For example, look at the current quests, and chain a bunch together so that
they go from level 1 to level 10 for example.  Maybe there is enough dungeons
such that you can have 6 such parallel quests.

 Nothing would prevent a player from leaving one and going to another.  But the
point is that by making this chain, once the character wonders into the quest,
they could work on it for a while.  Different pieces may build up, and you need
all those pieces at the end to get some greater reward (so hopping between
these parallel quests doesn't help you achieve that goal.)  One problem right
now is that many of the dungeons are just soft of standalone - you can find out
about, do it, and once done, what you did on that quest has no relevance.

 But for example, a quest to get the spellbook of immunity to fire could be a
very good quest to proceed one to take out the dragon cave (not sure of
relative levels, but the point is that immunity to fire would come in really
handy for that next quest).

>
> My main problem is that you find Keys and Locaked Doors All over the
> place. But you can't always know what and where a key is, or what for,
> so you end up just carrying it.  Then you bump into a dor and you use a
> special key without realising you just used one of those keys. (You
> fluke it)
>

 I totally agree.  There are several different color keys and doors, but that
is still not enough.  The keys and doors should be dressed up a bit better (for
example, a rusty black key could go with that rusty black door, a square key
goes into the door with a square opening, etc.)  They keys should be called
something more than just 'key'.

 It may seem obvious to a map maker that the key he puts on level one is to be
used on that door on level 3.  But for the player who wonders into level 1,
gets the key, goes to level 2 and realizes it is too tough and leaves, that
mysterious key he has in his inventory is confusing with no name.  If it at
least has a name (slimy key), and he runs into a slimey door, he can realize
'oops - I remember I tossed that key I thought went to this door'.  But as it
is now, he may have 5 generic black keys, with no idea what goes to want, and
thus can't be very sure what to trash.


> This is the other thing, throught the game are books (Like ``THE Book''
> in the southern church) and keys and letters, and notes, all with no
> messages or are empty, and useless.

 Yes, this is also a problem, but not as big as one.  At least if you have one
of those, you know you can trash it safely.


-- 

-- Mark Wedel
mark@pyramid.com
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