[CF List] levels & spells
Kimmo Hoikka
Kimmo.Hoikka at Digia.com
Wed Mar 27 13:26:22 CST 2002
Hi,
A few things have come into discussion amongst players on the crossfire
servers from time to time. Most players (after they get familiar with
the game) find the level system not working at the moment. Once you get
to level 40-50 you suddenly bounce to level 110 in one night and stop
gaining levels anymore and thus loose one aspect on the game. Just take
a look at the highscore list of any server, you see players on levels
1-50 and the rest in level 110. this is due to the fact that after level
25-30 you start getting exp rather big amounts and the level difference
practically stops growing (1.000.000 at level 25 and 1.600.000 at level
80). From the best monsters you can get 5-6 total levels at one kill.
Two possible solutions: more levels (200, 300, ...) or change in the
experience requirement so that it makes highest levels harder to reach.
I know, i know... it only delays the fact that most players get to level
110 eventually but anyway, currently it is way too fast reachable. The
same applies to skill levels, you get your skills to level 107 and loose
way to gain exp on that skill --> stop using that skill --> eventually
stop playing. btw, why the exp requirements for levels are not
parameteres outside the sourcecode? a neat formula could do the thing
the table does currently (x ^ 1.5 or similar)
Another funny thing, call it a bug or a feature, is that once you get to
level 107 in wisdom with 130900000 exp you stop loosing exp once you
change the god. a few days ago I changed god about a dozen times on full
exp and lost nothing, then died (dropped to 104) and changed god, lost
74 levels on wisdom (dropped to 30).... loosing nothing is not good and
loosing 74 levels is way too much, perhaps something should be done
there. anyway I went a while through the valriel random map and gained
45 levels back in one night, that kind of ruins the meaning of the idea
of a level...
Another thing of annoyance is the spell effect messages (your flaming
aura ignites kobold etc). they are really neat when you cast one spell,
but they really make the game unplayable with real spellcasting. I don't
know if the ones who coded that effect ever tried with normal network
connection and with cascaded spells. Just go to a server and cast 20
flaming auras ang go in middle of monsters..., your client gets stuck
displaying you 20 x <monster amount> messages of the spell striking and
meanwhile your commands do not get to the server. The next time server
responds to your command you are propably dead (have died dozens of
times because of that). Worst is when some of the monsters is immune to
that attacktype, you get useless messages that stuck your client, and
if your friend happens to walk on your spells he gets also stuck with
the messages. Perhaps it would be enough to show the effect message once
for same category spell...
--
___
<@,@> Kimmo Hoikka - www.hoikka.com
[`-'] Pellonmäenraitti 3 as 8, 53850 Lpr
-"-"- +358(0)40 738 0747
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