Posted by Zepachu on August 29, 2000 at 12:45:47:
In Reply to: (IDEAS) re:guerric posted by Graham on August 29, 2000 at 11:46:23:
> ok don't flame don't bitch and fucking argue no idea can be right or wrong so don't go bitching about them - just state your ideas. If you have any then represent, if you don't, shut up fool! If you say so. > Funny, I think CF has a decent following. Sure it could be better, but I think in all of these areas that CF does pretty well. There is a rich background (i.e. Ages and (in)famous Echoes), there are different races... and I agree with you that the culture between races is a little lacking. You must realize, though, that there are many in-game ways to find out your heritage as whatever race you are, and then act accordingly. Most people do not attempt to do such. Your statement of "Real differences between races (not just stats)" made me laugh, thank you. Felars, harmed by drowning&fire. Drow, harmed by mithril. Giants, good at bashing because of their size... Need I continue? Consistency? Hmm. I do think that CF is pretty consistent with their area layout and the items contained within them. > --Emote function (as with stand/rest/sleep) for drink,eat,cardinal directions (not emote for arriving, just leaving) and casting (most difficult to implement). Firstly, I'm a coder. A casting emote would not be extremely hard to implement at all. The issue is if the ImmStaff would want to. I see your point, and think it's a good one, that perhaps adding on " e leaves north. The only one of your suggestions I would like to see implemented is the eating/drinking one. I find it annoying when you're at a roleplaying event (like a wedding or something) and you see everyone eating and eating... Granted you SHOULD put it in and not substitute an emote for eating/drinking all the time, just for your own personal image, but it would be nice to have the option of eat chicken leans up against the eastern wall, watching the happenings of the room. > --Cabals more choosy (other than empire/dawn) therefore more uncaballeds running around and those caballed better represent the ideals of the cabal (more hardcore). That's a matter of personal preference and whether or not a caballed characters wishes to associate with a cabal that might have a bad image. Remember, a bad image to you might be a good one to them... > --Reduce cabal membership to approx 10-20% of Thera (As many bloodoath as you wish, but not imperial) Nope. This is a ridiculous idea, I'm sorry. Anyone who wants to join a cabal should be able to, depending on the mortal/immortal leadership's approval. There shouldn't be a "cap." > --Age more relevant, so those elves can be leisurely in the way they do things but arials cannot. No more grummores..... I agree, somewhat. Age is pretty relevant now, but I do think some modification would be healthy. > --Make fights longer - mulitply damage by 0.9 (or 0.8) Reduce the damage done by players? I'm sure the ImmStaff could type something like "attmult 0.9" and it would change it, on the fly.. But I'm also sure that if you were able to look at the current settings it would be something like: Player Strength: 0.84, Monster Strength: 0.73. My point is, the Immortals have watched battles to see, and changed the strengths accordingly. > --2con per death - mercy command- same as TV guards, you lie unconscious for X ticks upon a blow that would have killed you (if mercy = off, you die) Person that mercied you can loot you, gods of mercy (Bria) protects you otherwise. I would like to see a change in con taken per death, also, but this is certainly not it. I happen to think that a MOB death should take away 1/2 con and a player death should take away 1/4 con. This, too, would be a coding issue... but not all that hard to implement. Another necessary feature would also have to be keeping some equipment when you die. For example... You're a level 15 warrior with all level 25 equipment... You die, you should retain 25-50% of that, because of the "magics of binding." But let's say you're the same elvel 15 warrior with all level 45 equipment... you should retain 5-10% of it. The reasoning behind it is that some of the equipment clings to your soul and yada yada... and also that a player is not completely crippled from a death. Now, 1/2 con from a mob death would make people be much more careful around mobs, and 1/4 con from a player would provide for more of a PK atmosphere (slightly, not much). Let's say you kill someone, but they cling onto the 1 item you wanted... you kill them again. Or trade them their equipment. It sort of opens up a new avenue of conversation... > --Techniques to gain exp (idealised/ignoring problems such as pfile size) > Exp for quests Exists... more of them, I agree. > Exp for areas/rooms/locations visited (multiplier for explore areas - affected by number in group) Again, agreed. I haven't seen any code for CF but I'm sure that on every character there are modifiers (visible to the IMMs of course) with X_GALADON X_HILLCREST X_ARKHAM ... showing where a player has visited. When that "event" occurs to place the mod on a player, they should be given an amount of experience equal to their level multiplied by 10, as a small reward. Even, X_GALADON_MOUTH showing that they entere the mouth of galadon ... give experience for an area within an area. > Exp for loring/id'ing new piece of equipment I don't agree. > Exp for skill/spell/commune used successfully (level dependant - yours/it) If any experience award is given for successfully performing an ability I think it should be extremely low... Something like (rounded up) [YourLevel/10]. That's 1 exp 1-10, 2 exp 11-20, ... 5 exp 41-50. > Exp for getting better at a skill/spell/commune Doesn't this exist already? > Exp for winning a fight. (person dying) Isn't getting their equipment enough? But, I do agree.. surprisingly. I think, though, that it should work both ways... For example, a level 35 human warrior killing a level 27 dark-elf anti-paladin should have (8 level difference) 80 experience taken from them. But if the anti-paladin won, the AP should get 80 experience. Not enough to sway a higher level from killing a lower level, but a little token statement. > Exp for taking part in a fight (per round? includes friendly sparring) Wholeheartedly disagree. You would see tons of people finding safe areas, fighting eachother. (i.e. Invoker practicing fireball on 3 fire giants...) If EVER implemented, not per round... Per damage inflicted. 100hp taken from opponent = 10exp. Also, the overhead would be killer. On my own MUD that is experience is given per hit, but that was coded from the ground up.. I don't know what kind of restrictions CF's base mud program has. > Exp multiplier per opponent fought (players only or affected by level ...ie 20 kobolds = zilch unless rank 1-2) The way experience is handled is pretty good right now. > Exp for getting a tattoo Getting a tattoo denotes status and approval by an Immortal, no grounds for experience given. > Exp for joining a cabal You immediately make friends and enemies when you join a cabal, experience will come by grouping with your new friends. > Exp for grouping with different people (multiplier affected by time grouped with person) Naw, not only would that be annoying to keep track of, but people would totally complain if that ever got implemented... saying WHATEVER time period was set was unfair... I also don't think you should be penalized for grouping with someone a long length of time. Immortals that watch you know when you're grouping with only the same person, this system of weeding out "cheaters" does not need to be changed. - Zepachu, eater of apples.
> --To hook people Cf needs to be more of a fantasy adventure than a game.
> Rich background.
> Different races.
> Different cultures amongst races.
> Real differences between races (not just stats).
> Consistency...
w leaves down.