On Wed, 27 Mar 2002, Kimmo Hoikka wrote: > 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. > As I see it the level cap at 110 isn't the problem, the problem is that you get there to easy. And a few game issues are dependant on that lvl cap I guess, like weapon enchantments (both by gods and from scrolls) Just to increase the limit would solve nothing. Then it would be better to make the xp requirements to the next level a little more exponential. or Remove a few the the worst xp maps. I'm primary thinking of the temples of Valriel and Gorock, 100 levels! There are 29 defined random levels for angels I think, so a max depth of 30 would be enough to encounter all monsters. More than that is just a free xp source. (btw this is probably one of the major reasons why Gorock is generally considered one of the better gods (along with flaming aura and vitriol) > 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 I think area spell messages has already been downsized, but flaming aura and balllightning still generates *alot* of messages. The problem in both cases is that the spell exists quite a long time and you can have several instances of the spell in effect simultaneous. A fix for this could be to only allow 1 flaming aura / caster. But maybe increase the damage to reflect this. A better fix for ball lightning would probably be to decrease the duration time. /Henric