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user:leaf [2015/03/09 23:39] leaf [Leaf's 'Simple' Wiki Page] minor update |
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* Crossfire Announcement list | * Crossfire Announcement list | ||
* Crossfire Development list | * Crossfire Development list | ||
- | * Crossfire SVN list | + | * Crossfire Git Commit list |
* Wiki | * Wiki | ||
* One of the wiki Admins and server host | * One of the wiki Admins and server host | ||
Line 25: | Line 25: | ||
* Websites | * Websites | ||
* [[http://crossfire.real-time.com|crossfire.real-time.com]] -- Webmaster and server host | * [[http://crossfire.real-time.com|crossfire.real-time.com]] -- Webmaster and server host | ||
- | * www.metalforge.net -- Webmaster and server host | + | * [[http://www.metalforge.net|www.metalforge.net]] -- Webmaster and server host |
- | * www.crossfireatlas.net -- Webmaster and server host | + | * [[http://www.crossfireatlas.net|www.crossfireatlas.net]] -- Webmaster and server host |
* [[https://www.ohloh.net/p/crossfire|Ohloh]] -- Manager | * [[https://www.ohloh.net/p/crossfire|Ohloh]] -- Manager | ||
* [[http://freecode.com/projects/crossfire|Freecode]] -- Manager | * [[http://freecode.com/projects/crossfire|Freecode]] -- Manager | ||
* Crossfire project at SourceForge | * Crossfire project at SourceForge | ||
* Assistant Admin -- My role includes: | * Assistant Admin -- My role includes: | ||
- | * Setting up SVN access, and adding project members, for map development | + | * Setting up Git access, and adding project members, for map development |
- | * Crossfire SVN mailing list administration | + | * Crossfire Git mailing list administration |
* Crossfire Maps mailing list administration | * Crossfire Maps mailing list administration | ||
* Posting news/announcements when there is a new release available | * Posting news/announcements when there is a new release available | ||
Line 38: | Line 38: | ||
* IRC channel | * IRC channel | ||
* One of the channel Ops | * One of the channel Ops | ||
- | * I'm **not** involved with the IRC bot, cfbot - that is another channel Op =-) | + | * [[https://www.facebook.com/crossfireproject/|Facebook]] page admin |
+ | * [[https://twitter.com/crossfiremrpg/|Twitter]] account admin | ||
+ | * [[https://mastodon.social/@crossfiremrpg|Mastodon]] account admin | ||
+ | * Snapshot release admin for: | ||
+ | * JX Client | ||
+ | * Gridarta for Crossfire map editor | ||
* A few other things that I am probably forgetting | * A few other things that I am probably forgetting | ||
Line 50: | Line 55: | ||
+ | ===== Red Foot Goblin Concept ===== | ||
+ | Collected Notes on the Red Foot Goblin Concept Maps | ||
+ | ==== Summary ==== | ||
+ | |||
+ | Enclosed is an idea that I am looking for feedback on and further discussion for in-game content that uses some of the Lore features, a slight modification to existing random map code, some game storylines, and a quest and reward system. | ||
+ | |||
+ | The email is quite long, so here's an outline: | ||
+ | |||
+ | - Random maps | ||
+ | - Map occupants' items have a themed name | ||
+ | - Shops throughout the world randomly reset to pay rewards for themed items | ||
+ | - Players plunder the random maps | ||
+ | - Lore features on themed items | ||
+ | - Turn in specified items for reward(s) | ||
+ | |||
+ | |||
+ | ==== Random maps ==== | ||
+ | |||
+ | Random maps (using the code that already exists) for goblins, trolls, giants, demons, angels, (and more?) generated with some sort of name related to the occupants. For instance, the Tribe of Red Foot Goblins or Clan of Silver Beard Dwarves, etc. The monsters are all normal or have slight stat mods, and have a name attached to them (again, i.e., Red Foot Goblin) | ||
+ | |||
+ | Some discussion on Discord/IRC is to make the random maps not completely random. | ||
+ | |||
+ | > "For example, you would only find Red Foot goblins southeast of Navar, and near Scorn there's a different tribe of goblins." (I think that is certainly reasonable.) | ||
+ | |||
+ | > "I think a random entrance location with one static dungeon level would work, random dungeon generation might be interesting if it could execute a Python script for example for placement or randomly equipping said unique items." | ||
+ | |||
+ | > "Would it make sense for the locations to be randomly initialized at server start (if not already initialized), and then have those locations be reused for the duration of the server? I was thinking the saved-out-and-reloaded-at-relaunch method, tho I wasn't the clearest on that." | ||
+ | |||
+ | ==== Map occupants' items have a themed name ==== | ||
+ | |||
+ | Their items also have their unique name (i.e., Red Foot Goblin Short Sword). Items have some tweaks stats (+/- to damage, value, other stats, etc.) Items would also have some minor color changes in graphical faces such as Red Foot Goblin boots are a deep red, their bucklers have a red foot imprint, leather armor a red tinge, etc. Players plunder the maps and collect the loot - as is the Crossfire way. | ||
+ | |||
+ | ==== Shops throughout the world randomly reset to pay rewards for such items.==== | ||
+ | |||
+ | For instance, a new level on the Navar Museum of Arms on one reset would be paying out or collecting gear from the Red Foot Goblin tribe. After the map resets it now wants to collect gear from Black Tooth Troll Warband, or Clan of Silver Beard Dwarves, et al. | ||
+ | |||
+ | Other maps might be an antique collector looking for rare loot, a "shop" looking to purchase these items to keep them out of the hands of their enemies, or the shop wanting the loot returned to their ancestral homeland. Another shop wants the items for use to study to find a weakness in the item because of an ongoing faction war. Or, a shop is interested in the items to sell back to the original faction for a substantial profit. One suggestion on Discord/IRC was, "A good starting point is to make a vendor which asks for a specific item or item variation, on a rotating basis" | ||
+ | |||
+ | Other ideas or suggestions on how to deploy the rotating vendor? | ||
+ | |||
+ | ==== Players plunder the random maps ==== | ||
+ | |||
+ | Players have the opportunity to visit these random maps, and maybe have to hold on to the loot if they want to complete the trade-in (quest?). | ||
+ | |||
+ | The turn-in map for this reset might want the Red Foot Goblin items, the next reset might want the Black Tooth Troll items. Or, is this loot management unpleasant? (assuming the plundered items are not kept and used by the player or just outright sold...) | ||
+ | |||
+ | ==== Lore features on themed items ==== | ||
+ | |||
+ | Also, this gives the players a chance to use more of the newly added Lore feature. | ||
+ | |||
+ | Introduced in [SourceForge commit 9a437214e63f959d8378281f67a00908a7fd9752](https://sourceforge.net/p/crossfire/crossfire-server/ci/9a437214e63f959d8378281f67a00908a7fd9752/) | ||
+ | |||
+ | When a player identifies and examines items they get more information on the item. | ||
+ | |||
+ | Lore examples: | ||
+ | |||
+ | * This is a Red Foot Goblin Short Sword. | ||
+ | * The Red Foot Goblins are terrible weapon smiths, and that reflects in the poor quality of the weapon. | ||
+ | * The leather hilt used on the sword is derived from a rare subterranean eel creature, which makes their value higher than normal. | ||
+ | |||
+ | ==== Turn in specified items for reward(s) ==== | ||
+ | |||
+ | A goal is for the players to get useful items, and not just acquire wealth. Nothing wrong with building wealth, I'm just trying to add something that does not impact the economy too much. | ||
+ | |||
+ | As far as rewards, and since this first experiment would be for low-level players fighting goblins: | ||
+ | |||
+ | * Healing potions or balms | ||
+ | * Potion of Life | ||
+ | * Potion of magic power | ||
+ | * Potion of cure poison | ||
+ | * Arrows | ||
+ | * Crossbow bolts | ||
+ | * Keys (generic door keys) | ||
+ | * Potions of word of recall | ||
+ | * Scrolls of identify | ||
+ | * Scrolls of detect curse | ||
+ | * Scrolls of detect magic | ||
+ | * Temporary stat boost potions | ||
+ | * Light source (torch or lanterns) | ||
+ | |||
+ | The above list of items is what I have observed new and low-level players wish they had more of when starting. | ||
+ | |||
+ | Higher-level items could be arrows with plus enchantment, slaying properties, and/or additional attack types. Potions could be Major Potion of Life, and so on. | ||
+ | |||
+ | Ideally, I envision a tiered reward system that I think could use scripting help. Or else, there much a bunch of rows of conversion tables. (one table for 1 dagger for 1 potion of healing, one table for 2 daggers for 3 potions of healing, et al.) | ||
+ | |||
+ | I would like the rewards for the turn-in to favor a higher number of items. For instance: | ||
+ | |||
+ | * 1 dagger = 1 potion of healing | ||
+ | * 2 daggers = 3 potions of healing | ||
+ | * 3 daggers = 5 potions of healing | ||
+ | * 5 daggers = 10 potions of healing | ||
+ | * And so on or maybe it stops at 5? or 10? | ||
+ | |||
+ | Another converter would be daggers for Potions of magic power with a different reward scale system. This is a part that I think needs more discussion or ideas. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ==== Mailinglist Feedback, Part 1 ==== | ||
+ | |||
+ | I like the overall idea, though I think it's very ambitious. | ||
+ | |||
+ | Regarding random maps: | ||
+ | I don't think this needs to be restricted to random maps only, nor do we need to strongly embrace the concept of randomness. I think it boils down to "adding flavor to different areas and dungeons". Many of our existing dungeons do not do well when it comes to explaining their backstory, having a cohesive enemy variety, etc. If you can wanted to try this in a small area, I would suggest some place that does not yet have a backstory. | ||
+ | If someone wants to try to add or rework some dungeons or areas to focus on a specific race or faction, let me know. I've wanted to do this for some time, and would enjoy collaborating. | ||
+ | |||
+ | Regarding theming the monsters and items: | ||
+ | Be careful how much graphical diversity you attempt to add, as adding unique faces to both base and clsc sets could be very labor intensive, not to mention more esoteric face sets. | ||
+ | If you want to use the artifact system, note that I don't think you can apply several artifacts at the same time, at least not reliably. Perhaps another mechanism is needed, since presumably we don't want to create duplicated archetypes and treasure lists. | ||
+ | |||
+ | Regarding a vendor that asks for items on a rotating basis: | ||
+ | I think this could be implemented by itself, and might serve as a good proof of concept, and a way to gauge player engagement. | ||
+ | |||
+ | ==== Mailinglist Feedback, Part 2 ==== | ||
+ | |||
+ | I would too favor non randomness in zones, but making zones related to a theme (eg Red foot goblins always south-east of Scorn, for instance) - that wouldn't prevent using random maps of course, but would make it less time-contraining to find items. | ||
+ | |||
+ | For shop wanting specific items, instead of reset-based, I'd go for a time-based approach. So the shop would specify "I want items in the next week/month", and the player knows when to sell, or if it's too late already to go loot. | ||
+ | |||
+ | (reset-based stuff always seems weird to me) | ||
+ | |||
+ | My main concern would probably be loot multiplication, with massive inventory management issues... Right now there are so many items in game that it's a pain to sort through, if we add even more variety, then it'll become even worse... :s | ||
+ | |||
+ | For graphics, I'd say it can be left for once everything else is implemented, at "worse" goblins can use regular graphics at start. | ||
+ | |||
+ | ==== Red Foot Goblin clan Concepts ==== | ||
+ | |||
+ | * Primary weapon, shamshir or kilij or talwar or pulwar (not confused with Scimitar, even though they look similar) - https://www.youtube.com/watch?v=dJ6wLvrphSw | ||
+ | * Large weapon users - Liuyedao or Zhanmadao sword | ||
+ | * Punch Daggers for close combat | ||
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The password (orc-knuckle) opens the gate to a teleporter that takes you back to Scorn. | The password (orc-knuckle) opens the gate to a teleporter that takes you back to Scorn. | ||
+ | |||
+ | ===== Wraith Character Documentation Ideas ===== | ||
+ | |||
+ | Player feedback is knowing some key information for the Wraith player race is missing info or is not clear on information. | ||
+ | |||
+ | Primarily that: | ||
+ | - Wraiths do not have HP regeneration, they can only heal my magical means or by using their specialized skill of Wraith_Feed | ||
+ | - What is Wraith_Feed & how do they use it | ||
+ | |||
+ | Ways to address these issues: | ||
+ | |||
+ | There is a short intro to this restriction when creating a new character in game. If you miss that, then you have to check places such as the website, wiki, et al. | ||
+ | |||
+ | Source: [[https://sourceforge.net/p/crossfire/crossfire-arch/ci/master/tree/player/race/wraithp.arc|wraithp.arc]] | ||
+ | |||
+ | How to make the wraith Feed and other lore info more apparent? | ||
+ | |||
+ | ==== Original Text ==== | ||
+ | |||
+ | Object wraith_player\\ | ||
+ | name wraith\\ | ||
+ | race undead\\ | ||
+ | randomitems wraith_player_items\\ | ||
+ | face wraithp.151\\ | ||
+ | |||
+ | Skills: Wraith Feed\\ | ||
+ | Resistances: fire -25, cold +30; immune to poison, ghosthit, and drain\\ | ||
+ | Attunements: denied fire, attuned cold\\ | ||
+ | Special: undead (immune to disease), darkvision\\ | ||
+ | |||
+ | |||
+ | A Wraith is the spirit of a person who has made an evil bargain in order to persist after natural death, | ||
+ | or has been forced involuntarily into its current undead state. | ||
+ | |||
+ | This transformation frees them of the limits of a natural lifespan, and grants them immunity to | ||
+ | diseases, poison, and loss of lifeforce. | ||
+ | |||
+ | Wraiths also need feel little fear of cold, and they can see well in the dark. | ||
+ | |||
+ | A Wraith's corporeal form has terrible vulnerabilities: fire and most godpower are dangerous to Wraiths. | ||
+ | |||
+ | Their tenuous form makes them quick and somewhat hard to hit, but also weaker and less hardy. | ||
+ | |||
+ | Wraiths have a strong affinity to magic, especially cold spells, and are very strong spellcasters. | ||
+ | |||
+ | However, they cannot use fire spells for fear of self-destruction. | ||
+ | |||
+ | Wraith also do not heal naturally, or gain sustenance from food. Instead they have to feed off the living. | ||
+ | |||
+ | |||
+ | === Draft Idea 1 === | ||
+ | |||
+ | Changes in in **bold** text | ||
+ | |||
+ | Object wraith_player\\ | ||
+ | name wraith\\ | ||
+ | race undead\\ | ||
+ | randomitems wraith_player_items\\ | ||
+ | face wraithp.151\\ | ||
+ | |||
+ | Skills: Wraith Feed **= An innate life-stealing attack that heals the wraith player.\\ | ||
+ | The player cannot heal by other means and relies on this ability for sustenance, as \\ | ||
+ | regular food does not provide nourishment in the same way.**\\ | ||
+ | Resistances: fire -25, cold +30; immune to poison, ghosthit, and drain\\ | ||
+ | Attunements: denied fire, attuned cold\\ | ||
+ | Special: undead (immune to disease), darkvision **(can see in the dark)**\\ | ||
+ | |||
+ | |||
+ | A Wraith is the spirit of a person who has made an evil bargain in order to persist after natural death, | ||
+ | or has been forced involuntarily into its current undead state. | ||
+ | |||
+ | This transformation frees them of the limits of a natural lifespan, and grants them immunity to | ||
+ | diseases, poison, and loss of lifeforce. | ||
+ | |||
+ | Wraiths also need feel little fear of cold, and they can see well in the dark. | ||
+ | |||
+ | A Wraith's corporeal form has terrible vulnerabilities: fire and most godpower are dangerous to Wraiths. | ||
+ | |||
+ | Their tenuous form makes them quick and somewhat hard to hit, but also weaker and less hardy. | ||
+ | |||
+ | Wraiths have a strong affinity to magic, especially cold spells, and are very strong spellcasters. | ||
+ | |||
+ | However, they cannot use fire spells for fear of self-destruction. | ||
+ | |||
+ | Wraith also do not heal naturally, or gain sustenance from food. Instead they have to feed off the living. | ||
+ | |||
+ | === Draft Idea 2 === | ||
+ | |||
+ | This is an update of the lore text only. | ||
+ | |||
+ | A Wraith is the spirit of a person who has either made an evil bargain to persist after natural death or has been involuntarily forced into its undead state. | ||
+ | |||
+ | This transformation frees them from the limits of a natural lifespan and grants them immunity to disease, poison, and the loss of lifeforce. | ||
+ | |||
+ | Wraiths feel little fear of the cold and can see well in darkness. | ||
+ | |||
+ | However, their corporeal form has significant vulnerabilities: fire and most forms of divine power pose a great danger to them. | ||
+ | |||
+ | Their ethereal nature makes them quick and difficult to hit, but also physically weaker and less resilient. | ||
+ | |||
+ | Wraiths possess a strong affinity for magic, especially cold-based spells, making them powerful spellcasters. However, they are unable to use fire spells, as doing so risks self-destruction. | ||
+ | |||
+ | Wraiths do not heal naturally or derive sustenance from food. Instead, they must feed off the living to survive. |