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.