Andy says that levelling for high level players takes "a constant amount of experience" after level 50 or so. Is this true? I thought monsters were worth less the higher your level. So, say, you murder a dragon at level 20: 100000 exp at level 108: 3000 exp So you've got to murder 10x as many dragons at high level (100) to level than at say, level 50. Is this true or not? PeterM > Hm... some very interesting topics > > in reply to Mark W.: > > > > > But is weight of the money any real issue? > > [...] > > But are gems really that hard to use? > > I think weight of money is okay. The problem with gems is > they are hardly better than money. AFAIK, all standard gems > are in the price range of 3-5 platinums. > The special gems like "flawless beauty" cannot be used > for most game-mechanisms (e.g. altars) because their > special title is not recognized. > > Hence, two things could be done for gems: > 1. make standard gems cost more (of course adjusting > the amount of random-gems in the process) > 2. make titles be recognizeable by altars and exchange tables > > > > I said the rent should have to be paid every time > > > a player logs in, > > I think banking-systems, apartment/town fees, gambling and > second-hand stores, those are cool ideas but they will gain > only a small deal for the money problem. > Mainly, it is hard to scale such fees for player levels > properly. Most likely it would add too much trouble for > lowlevels while leaving high levels without any concern. > (This tends to happen for a lot of things) > > > One question may be - what do people in general think of > > having some of the random artifacts available for purchase? > > I know with the removal of potions, the idea is that we > > wanted players to have to go out and find items. That is > > now the case, but doesn't leave anything to be bought. > > Please don't put artifacts for sale. > We have removed potions from shops, because it was obvious > that anything which is available for money is like > available for free above level 20. > If we put artifacts for sale, I believe we would worsen > the effects of the broken economy. > > > The biggest problem is just the large amount of money > > available at higher levels. That is what really needs > > to get cut down. > > Come to think of this, I believe the main "switch" in a > players life is the point when he starts to kill titans > and dragons. Before he can do that (<= lvl 20), he hardly > has any money. After he can do it (>= lvl 20) he can get > all the money he can carry, anytime, anyplace. > > Maybe we could improve the system a little by just > reducing the average drop-value for red/elec dragons, > titans and big wizards? > > > Note that one of my long range goals would be to change the > > game/movement so to go to wolfsburg, you would buy a boat > > and have to navigate it yourself to wherever you want to > > go. Thus, you now have some real travel time, and you > > would chew up money buying a boat. Some of the very old > > ultima games did this. > > Yes, I also greatly prefer the idea of "adventurous travel" > versus "instant travel" with teleporters. > > > > You could have a set of statues that could be modified for > > > a price. Every time someone makes a change, the price to > > > change that one again goes up. > > [...] > > some of these points requires the players to care. Eg, > > if I don't care about having a statue with my name on it, > > that doesn't suck any money out of me. > > I believe you underestimate the value of pride. :-) > The statue-bidding idea seems quite exciting to me. > At least I've heard of people who played night-and-day > just to beat someone else's highscore! ;-) > > > > Item repair is a great idea - it works well for > > > another game I know of. > > > > I think we are somewhat agreed that this is a good > > starting point. We should really do this first and see > > how it effects cash for the players. > > Yeah, I believe that would really have a good effect > on economy. It would greatly help with balance too. > And there's not much to loose or fear about it. > > > > Training is an old standard - you pay to level up once > > > you got the xp. Would be tricky to implement perhaps. > > Hm yes, why not. This could be another good way to > leech money out of those high-level pockets. > > > > [...] having a player get to level 99 in three months > > > is aceptable for a singleplayer campain type game but it > > > pretty bad if you are shooting for a multiplayer persistant > > > type world game. > > > > Are people getting to level 110 because monsters give too > > much exp? Or is it they can just go to the right dungeons > > where there are 300 of the right monster? > > This is indeed another one of the "root problems" in CF. > Guess I already said that, but the leveling problem is > definitly caused by the lack of experience gaps between > higher levels. > > After level 50, the amount of exp you need to gain levels > does not rise anymore. It stays around 3 million, which is > FAR too low. In other words, once a player reached level 50, > he can gain any other level in a linear amount of time. > But the penalty for dying does not increase either. > So in fact, it is even worse: The player needs less time to > gain additional levels because he gets stronger in the process. > > Obviously, increasing the experience gaps between levels > would be a good thing to do. > However, I believe one of the underlying problems here are > limitations in length of variables, or not? > Would it be possible to just raise the amounts of exp without > running into an overflow? > > > Andreas > > > _______________________________________________ > crossfire-list mailing list > crossfire-list at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-list