Andreas Vogl wrote: > > in reply to Scott W.: > > > > > >I don't agree here. Multiple experience models would cause way too > > >much chaos. The experience model must be hardcoded > > >and identical on all servers. Maps have to be designed after that > > >*one* experience model. Players should also be able to get used > > >to one model. > > > > Why does map design care about exp model? > > Maps *contain* experience. > > So how much exp should I add on my new "Great Dragon of Chaos"? > 1 million or 20 million? - Depends on how much the experience is > worth in the model of course. > If a level 100 player gains 3 levels for killing it, that was too > much. But if a level 60 player gains only 1 level that might be okay. But I think that is some of the idea behind having a variable experience system. If a server admin wants to make it tougher for players to advance at high levels, they change the experience values need for the higher levels. Certainly, a server admin could make things too tough (or easy) depending on how they change the tables. But like anything in crossfire, that is true if you change some values. Of course, the values right now are not immutable right now - right now it is just tougher for the server admin to change the values, as they have to go into the the source code to change it. Making it a file read at load time certainly makes it easier to experiment and find values that seem to work properly.