A small thing... interesting how we admit it is harder for low levels, and in particular newbies. Why pray tell is this? perhaps we should do abit of exp tweaking? I would be happy to see skeletons worth more, and small trolls... perhaps we should really think deap about this. Most people on this list are experienced players and thus are alittle prone to making things harder not easier.. dnh On Sat, 12 May 2001, Andreas Vogl wrote: > Mark W. wrote: > > > How big a problem is presents for experienced people? > > To my experience it happens very often on all online servers. > Of course this has to do with the fact that low level players > generally have a harder time than high level players in CF. > So instead of doing all the struggle to work ones way up, > many players accept a "present" at a certain point to get > a boost. Of course it can be argued wether forcing players > to go all the way is actually good. Personally I think it is. > > > It seems that it will always be difficult to prevent that abuse. > > Even with a you need to have the item repaired periodically, I > > could see the experienced people still giving out say the dragon > > armor, and maybe some cash now and again. > > Yes, I see this too. That's why diablo II uses BOTH level requirements > AND repair costs to keep newbies away from the heavy stuff. > Still, asking other players for money all the time doesn't make > one feel like a hero. And if high level players are in better need > for their own money (to repair stuff), they might not give it away > so easily. > > > My bigger worry about wear and tear on items is balancing it so it > > happens fast enough, but not too fast and not too slow. [...] > > That's a good point. I would make it last rather long though. > So that one can clear a fair number of dungeons before seeing the > blacksmith again. > > > If presents from high level characters are really the problem, a better > > way to deal with this is probably to add min_level values to most all > > the objects. [...] > > This doesn't address the problem with acid however. [...] > > Min levels are indeed a good alternative, except for the acid corrosion. > As stated before, some RPGs use it both. Of course, it would require > a bit of work to implement and apply either of these ideas. > > Andreas V. > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >