Re: Re: [crossfire] Idea for skills

2005-11-28 Thread Mitch Obrian
Why do we want to force players to travel everywhere?
People in the middle ages didn't  travel much, and
those that did didn't travel to every nook. A player
shouldn't have to travel to every nook in the world if
he doesn't want to, currently player's do now travel
because equal ammenities are in other cities now, Cat2
has a great distribution of players (some in scorn, a
bunch in brest, a few in navar, some in nurenburg, and
one in azamuindo (the japanese are). Also as one has
no "right" to complain who gained office in their
country if they didn't bother to vote, in my opinion,
people who don't make quests shouldn't be asking for
the redistribution of present quests. Quests are made
for the area they are made for in mind, also this
isn't zelda... we aren't looking for "the player
should have to go through all theses levels in
sequence and should beable to complete it in X hours".

What we need is more quests, more maps. Please make
some, we need more more more /me froths. (We really do
need more, there are many many empty buildings also,
esp Darcap, there are also tons of empty log houses in
brest). 

--- Yann Chachkoff <[EMAIL PROTECTED]>
wrote:

> >There should be NO redistribution of the quests
> IMHO.
> >If you want more quests in an area do what I'm
> doing
> >and make more (I'm working on a navar quest). If
> you
> >don't make more quests you don't have a right to
> >complain about a lack of quests in an area IMHO.
> 
> First, I have the right to complain to whatever
> pleases me - who are you to dictate what I should
> think ?
> 
> Second, notice that I was actually not speaking
> about a lack in *quantity*, but about a lack of
> proper *geographical distribution*. My idea was
> simply that each area would only contain quests of a
> given difficulty range (for example, Scorn would
> have level 1-15 ones, Brest level 15-30, Navar
> 30-45, etc), so that the player would be practically
> forced to travel at some point.
> 
> Note that I am not considering this as a rigid
> system - Scorn could contain high-level quests for
> example, but access to them should then be dependent
> on the previous completion of a quest located in
> another area.
> 
> 
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Re: Re: [crossfire] Idea for skills

2005-11-28 Thread Yann Chachkoff
>There should be NO redistribution of the quests IMHO.
>If you want more quests in an area do what I'm doing
>and make more (I'm working on a navar quest). If you
>don't make more quests you don't have a right to
>complain about a lack of quests in an area IMHO.

First, I have the right to complain to whatever pleases me - who are you to 
dictate what I should think ?

Second, notice that I was actually not speaking about a lack in *quantity*, but 
about a lack of proper *geographical distribution*. My idea was simply that 
each area would only contain quests of a given difficulty range (for example, 
Scorn would have level 1-15 ones, Brest level 15-30, Navar 30-45, etc), so that 
the player would be practically forced to travel at some point.

Note that I am not considering this as a rigid system - Scorn could contain 
high-level quests for example, but access to them should then be dependent on 
the previous completion of a quest located in another area.


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Re: [crossfire] Idea for skills

2005-11-27 Thread Mitch Obrian
If this is done it should be a "soft" cap IMHO.
(if you don't have the cap removed it is 4x harder (or
8x?) to advance (you need 4x more points to advance to
the next level then you normally would).

--- Nicolas Weeger <[EMAIL PROTECTED]> wrote:

> Btw, it could be used for "secondary" skills
> (alchemy, woodsman, ...)
> skills only, not main combat ones. This way no
> penalty for
> fighters/wizards, just for players wanting to do
> other things than combat :)
> 
> Ryo
> 
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>
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Re: [crossfire] Idea for skills

2005-11-27 Thread Mark Wedel

Nicolas Weeger wrote:

Btw, it could be used for "secondary" skills (alchemy, woodsman, ...)
skills only, not main combat ones. This way no penalty for
fighters/wizards, just for players wanting to do other things than combat :)


 But I then wonder if an actual cap on exp/skills is needed, or if it would be 
good enough to give exp bonuses in specific skills for specific quests.


 You could see a grandmaster of alchemy saying something like 'fetch me  
and I'll teach you more about alchemy', and if the player does so, he gets an 
exp reward.  And make the reward good enough that it is worth it for players to 
do the quest vs sitting in their apartment trying to make things (this would 
obviously be based on the difficulty of quest - low level quests would give 
little exp, more difficult quests more exp).


 some, like I mention above, could be pretty easily done (you really just need 
to put that alchemist in the town, and perhaps modify some existing maps to 
include the special items he wants.  A simple example could be him wanting the 
heart of the goblin chief - thats just modifying that map to have both a heart 
and head of the chief).


 Other cases could be shrines/altars which when applied give the reward.  These 
can thus be put in dungeons.  I think this would actually add a little more 
interest - a lot of the maps are really only 1 dimensional, in that you are 
going the map for some specific purpose, and that's it.  Doing a map and finding 
it has an alchemist laboratory and you get bonus exp would sort of add that 'oh, 
that's cool' type of thing since you may not have been expecting it.


 That said, I don't think there is any built in mechanism within the game to 
give exp rewards?  You can do it via plugin of course, but wonder if putting it 
in the core server would make it used more.



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Re: [crossfire] Idea for skills

2005-11-27 Thread Mitch Obrian
There should be NO redistribution of the quests IMHO.
If you want more quests in an area do what I'm doing
and make more (I'm working on a navar quest). If you
don't make more quests you don't have a right to
complain about a lack of quests in an area IMHO.

--- Yann Chachkoff <[EMAIL PROTECTED]>
wrote:

> I don't really like that idea.
> 
> Sure, the intend - force people to explore the world
> furthermore - is good. 
> But I see little justification of forcing them to
> make a given quest to 
> increase their level. Arbitrarily capping the levels
> looks very artificial to 
> me. 
> 
> On the other hand, I think that a similar principle
> (make some quests a "must 
> do" to go further) could be used to unlock other
> quests and areas. Such a 
> system would be easy to justify scenaristically-wise
> and would achieve the 
> same result without artificially bending the
> skills/levels system, or 
> requiring changes to the code.
> 
> It would mean that a geographical redistribution of
> the quests would have to 
> be done at some point, and/or that "locks" would
> have to be put to prevent 
> access to higher-level quests. 
> 
> But all this sounds like map-making job, which I see
> as a better (or 
> cleaner ?) way to go than creating another
> special-case to rules in the code. 
> I tend to think that the whole problem of people not
> exploring the world all 
> comes down to the quests structure and locations:
> people don't explore 
> because they have no reasons to do it, and because
> travelling without 
> encountering anything is just plain boring. I'm far
> from being convinced that 
> we'd solve that problem with another piece of code -
> I think that improving 
> *maps* would lead to more satisfying solutions.
> 
> So, my opinion:
> - No to artificial capping of levels;
> - Yes to "capping" of quests and areas access,
> unlocking them by finishing 
> some "key quests".
> 
> Le Samedi 26 Novembre 2005 15:47, Nicolas Weeger a
> écrit :
> > Hello.
> >
> > Here's an idea concerning skills: add a "cap level
> without doing a quest".
> > For instance (levels are random numbers): a player
> could level up to 15
> > in one handed weapons. Then he'd need to complete
> a quest to be able to
> > get to 25, then another for 40, and so on.
> >
> > The aim would be to force players to explore the
> world, to find those
> > quests to reach higher levels. Of course the
> quests should be designed
> > to be do-able with level ~15 / 25 / 40 one-handed
> weapon.
> >
> > Ryo
> >
> > ___
> > crossfire mailing list
> > crossfire@metalforge.org
> >
>
http://mailman.metalforge.org/mailman/listinfo/crossfire
> 
> -- 
> Yann Chachkoff
> ---
> Garden Dwarf's Best Friend
> ---
> GPG Key:
>
http://keyserver.veridis.com:11371/export?id=9080288987474372064
> Fingerprint: 6616 2E02 BAD2 4AEF C90A  F1EB 7E03
> AAB9 844D 25E0
> > ___
> crossfire mailing list
> crossfire@metalforge.org
>
http://mailman.metalforge.org/mailman/listinfo/crossfire
> 





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Re: [crossfire] Idea for skills

2005-11-27 Thread Nicolas Weeger
Btw, it could be used for "secondary" skills (alchemy, woodsman, ...)
skills only, not main combat ones. This way no penalty for
fighters/wizards, just for players wanting to do other things than combat :)

Ryo

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Re: [crossfire] Idea for skills

2005-11-27 Thread Nicolas Weeger
> Sure, the intend - force people to explore the world furthermore - is good. 
> But I see little justification of forcing them to make a given quest to 
> increase their level. Arbitrarily capping the levels looks very artificial to 
> me. 

It could be seen as "you can't learn more by yourself, you need to be
taught by a master of arts to learn new techniques" :)

Ryo

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Re: [crossfire] Idea for skills

2005-11-27 Thread Yann Chachkoff
I don't really like that idea.

Sure, the intend - force people to explore the world furthermore - is good. 
But I see little justification of forcing them to make a given quest to 
increase their level. Arbitrarily capping the levels looks very artificial to 
me. 

On the other hand, I think that a similar principle (make some quests a "must 
do" to go further) could be used to unlock other quests and areas. Such a 
system would be easy to justify scenaristically-wise and would achieve the 
same result without artificially bending the skills/levels system, or 
requiring changes to the code.

It would mean that a geographical redistribution of the quests would have to 
be done at some point, and/or that "locks" would have to be put to prevent 
access to higher-level quests. 

But all this sounds like map-making job, which I see as a better (or 
cleaner ?) way to go than creating another special-case to rules in the code. 
I tend to think that the whole problem of people not exploring the world all 
comes down to the quests structure and locations: people don't explore 
because they have no reasons to do it, and because travelling without 
encountering anything is just plain boring. I'm far from being convinced that 
we'd solve that problem with another piece of code - I think that improving 
*maps* would lead to more satisfying solutions.

So, my opinion:
- No to artificial capping of levels;
- Yes to "capping" of quests and areas access, unlocking them by finishing 
some "key quests".

Le Samedi 26 Novembre 2005 15:47, Nicolas Weeger a écrit :
> Hello.
>
> Here's an idea concerning skills: add a "cap level without doing a quest".
> For instance (levels are random numbers): a player could level up to 15
> in one handed weapons. Then he'd need to complete a quest to be able to
> get to 25, then another for 40, and so on.
>
> The aim would be to force players to explore the world, to find those
> quests to reach higher levels. Of course the quests should be designed
> to be do-able with level ~15 / 25 / 40 one-handed weapon.
>
> Ryo
>
> ___
> crossfire mailing list
> crossfire@metalforge.org
> http://mailman.metalforge.org/mailman/listinfo/crossfire

-- 
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---
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Fingerprint: 6616 2E02 BAD2 4AEF C90A  F1EB 7E03 AAB9 844D 25E0


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Re: [crossfire] Idea for skills

2005-11-26 Thread Mitch Obrian
This might be good _if_ new quests were created for
the uncapping.
We could also do, rather then a hard cap, if you don't
have the cap quested off it becomes 4x more difficult
to level past the cap (you need to aquire 4x more
points) or maybe 8x?

--- Nicolas Weeger <[EMAIL PROTECTED]> wrote:

> Hello.
> 
> Here's an idea concerning skills: add a "cap level
> without doing a quest".
> For instance (levels are random numbers): a player
> could level up to 15
> in one handed weapons. Then he'd need to complete a
> quest to be able to
> get to 25, then another for 40, and so on.
> 
> The aim would be to force players to explore the
> world, to find those
> quests to reach higher levels. Of course the quests
> should be designed
> to be do-able with level ~15 / 25 / 40 one-handed
> weapon.
> 
> Ryo
> 
> ___
> crossfire mailing list
> crossfire@metalforge.org
>
http://mailman.metalforge.org/mailman/listinfo/crossfire
> 




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