I think map resets really have to be seen as a game mechanic, and not try to
explain it too much in terms of real life.
Doing incremental resets is really hard, as was noted. Aside from the issue
of chained maps, to do incremental resets you'd need some form of logic which
denotes what st
On Friday 14 December 2007
David Delbecq wrote:
> En l'instant précis du 13/12/07 21:11, ERACC Subscriptions s'exprimait
> en ces termes:
>
> > Perhaps a method could be used to have them gradually reset back to the
> > pristine state. Of course this would take a lot more resources on the
> > serv
En l'instant précis du 13/12/07 21:11, ERACC Subscriptions s'exprimait
en ces termes:
>
> Perhaps a method could be used to have them gradually reset back to the
> pristine state. Of course this would take a lot more resources on the server
> as the maps could not be gradually resetting while swa
On Thursday 13 December 2007
Mark Wedel wrote:
> While I agree the ecology of training centers probably do not make much
> sense, there is an overall lack of ecology in game. Where is all that iron
> for weapons coming from (there really are not any iron mines). How do the
> 50 orcs live in the
To some extent, the rebalancing of monsters may eliminate the need for
training centers.
One thing I noticed when going through and fixing up the monsters is that the
exp rewards for monsters were all over the place. One monster may be worth a
lot, and another, of similar difficulty, wort
> mean there will be less npc hunter
> that catches wild monster, and means ther will be wild monster in
> bigworld outdoor? :D
Hey! This is a wonderful idea: training centers must be filled by players. For
a price, of course. Put big notices in central Scorn (and other cities): "TCI
will pay 5
En l'instant précis du 11/12/07 09:13, Mark Wedel s'exprimait en ces
termes:
> you can't camp out killing
> monsters forever, and if the monster is a good challenge, eventually you can
> kill all of them and make it to the next room.
>
That good imho
> things like training centers
> which are
So I did some more tweaks.
I made a quick change so that some of the generators only make 5 monsters and
then disappear (I'll have to commit that change) works pretty good - I didn't
try many places, but in the few I did, that is enough to bulk up the monsters
in
the area to respectable l
Kevin R. Bulgrien wrote:
> Don't know if you thought about it, but another option might be to limit how
> many mobs a generator can produce, and keep the number quite low. I have no
> idea how difficult that would be... but the quantity might be set in the arch
> and adjustable in the map. That
Works better with todo link :)
http://wiki.metalforge.net/doku.php/dev_todo:fancy_generators
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Dont forget this todo, related to generator refactoring, the limit in
time could be added to the list. Imho, the max monsters at a time could
already be some solution.
Kevin R. Bulgrien a écrit
>> Don't know if you thought about it, but another option might be to limit how
>> many mobs a genera
On Friday 30 November 2007 02:19, Mark Wedel wrote:
> So I made some changes to the tavern test server, just to try things out.
> From before, made these changes:
>
> need 5000 exp for 2nd level (and rest of levels are likewise scaled up)
> reduced exp by monsters less than level 5 by half
> Disabling generator would require a lot of map rework - after aborting on
> the dry well, I went to the drinking fountain. With the generator popping
> out monsters, that map was largely empty. Also, because it does effectively
> reduce amount of killing on a map (with generators, I'd probably
So I made some changes to the tavern test server, just to try things out.
From before, made these changes:
need 5000 exp for 2nd level (and rest of levels are likewise scaled up)
reduced exp by monsters less than level 5 by half to 1/3rd old value
disabled generators
It is an intere
Speaking of throwing objects in general, i don't know if it was adressed
in your code, but the
movement speed of the throwed object (arrow, dagger, whatever) should
not be the same as the speed
of the object itself.
For example, if a dagger has a speed such that player can attack 3 times
per se
Anton Oussik wrote:
> On 28/11/2007, Mark Wedel <[EMAIL PROTECTED]> wrote:
>> I did use a bow a little bit - quite effective. It does shoot really
>> fast, so
>> can easily burn through a large number of arrows. I think it may be more
>> appropriate to lower fire rate of bows and increase thei
On 28/11/2007, Mark Wedel <[EMAIL PROTECTED]> wrote:
> I did use a bow a little bit - quite effective. It does shoot really fast,
> so
> can easily burn through a large number of arrows. I think it may be more
> appropriate to lower fire rate of bows and increase their damage, just so
> charac
I have adjusted basically all monsters up to level 20 or so on my server -
adjustments vary, but mostly it relates to HP, speed, exp. I recorded my
progress as I went along.
The first 5 levels went by quickly - most of the case I only needed 5-10
minutes
to get the exp to gain a level. IM
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