[CF List] level gains (was RE: guild & titles)
Andreas Vogl
andi.vogl at gmx.net
Sat Jul 14 04:41:31 CDT 2001
Kimmo Hoikka wrote:
>
> > 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.
>
>
>
> 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 think that the level requirement curve should keep closer to exponential
>
(as it is in beginning) than linear like it is in the end. In the
beginning
>
you really have to struggle to get a level, in the end you get 5-10 levels
>
from a single quest if you do your own level quests. It is better to have
>
almost unreachable level 110 (or whatever be the maximum) than to have
>
several players ending up level 110 and loose practically all means to
gain
>
exp (after 107 you stop gaining exp on that skill). I know exp is not the
main
>
point of the game, but I just hate games where you too easily bang into
>
the limits. I remember starting to play crossfire a few years ago and
having
>
fun at the beginning, making a level every now and then (level<50) and
then
>
all of a sudden beeing level 110 before noticing.
This is absolutely true. The amount of exp you need to collect in order to
gain one level has a "maximum cap" of about 3 mill somewhere near level 50.
That means effectively: Gaining levels above 50 does not get harder - No, it
get's a lot easier. The character grows stronger while the amount of
exp per level gain stays the same.
While that sounds nuts, some time ago, as the exp-loss on death was HUGE,
it really made sense. The amount of exp the character lost when dying did
greatly increase by level - So reaching level 110 was harder than level 50.
However, loosing heaps of levels for dying once turned out to be rather
frustrating and it was capped to, I think, three levels at worst case.
We should really widen the gaps between levels at the high end.
This will make death a little more painful again, but only in respect of
loosing "playtime". A high level character still won't get much weaker
for dying once. Hence, I think it won't be too frustrating, since the
player can still do the same (high-level) quests to recover from the loss.
If that's not enough, I would reduce the exp-penalty-on-death even
further rather than sticking with level gaps equal past 50.
Andreas V.
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