Kimmo Hoikka wrote: > > The title system in Omega works well also. You have different titles for guilds > and it really makes the playing interesting since you can almost never achieve > the perfect char. Either you consentrate on one guild and become the master of > that guild or you join different ones and end up beeing mediocre on each (or > perhaps the champion of all after years and years of playing). I have no problem removing the ability of players to set the title. certain quests giving titles could be handy (at a basic level, consider the random maps quest in scorn - your title could certainly be set to baron/knight/lord/etc as appropriate). Note that this idea is falling back into a category that has often been discussed before, but requires some serious map development. IMO there have been many good ideas which largely come down to just making more maps (another example of this was different racial starting areas/towns, ie, a dwarf cave system, elf forest, etc,). > > One problem in crossfire nowadays is that you can so easily get to 110 level and > have the three most important skills >100 and it only takes a few months of > play. After that you tend to loose interest, start another char or go play > something else. I think that a mud (such as crossfire) should provide years and > years or achieving and improving for the real addicts (like me ;) Is this caused by abuses, or just the fact that there are so many high level/high exp monsters that this can easily happen? I am sure some of the problems are in the skills - some skills have such few ways to get exp in it that it was coded such that each time you did manage to successfully use it, you get a bunch of exp, so if you manage to find a high level monster or item to use appropriate skill on, you get lots and lots of exp for that. OTOH, if you come to the conclusion that you should generally be able to get one level a day with reasonable amount of playing, that then means it would take 110 takes to get to level 110, that is roughly 4 months. I'm really not sure what a reasonable pace is. Certainly, the max level could be increased, but I'm not positive if that is a good idea (if the effects per level gained are pretty good, in then may mean everything becomes a cakewalk, so the complaint then becomes everything is too easy. If you don't really get anything per level gained, then whats really the point? I'm also worried that increasing max level won't really fix the problem - make it 200, and then someone will make a level 150 map which player can gets lots of exp, and then get to level 200 quickly). Plus IMO I would much rather have map developement more concentrated at the lower levels so that there is more variety for the lower level characters. IMO it will probably take new players many attempts before they manage to get high level, so they may end up playing level 1-20 characters (or be in that range) a very long time, so giving plenty of options in that range would be better than plenty of options in the 50-100 range which few people are probably at.