I wonder how much of the dislike of cooperative questing comes from the fact that the combat system and much map design sort of discourages this style of play. I wonder if the fixes to monster sensing ranges (now they don't all rush you from all over the map) will improve this? I really like the idea of co-operation, but I can see how play style would favour single player currently. Mob is not just a noun in this case, many monsters do not have an adequate AI to make multiplayer work - they just rush. Then again I did get the chance to watch a level 100 paladin playing - he just hid around a corner and lobbed seeking spells quite a lot. Since the monsters were all trapped in rooms, to avoid a mid map pileup, and could not reach him there was no need for co-operative play there. Using more varied attack movements for monsters would be one solution. I have suggested in the past that an additional pass condition that would allow flying (creatures and objects) to pass while blocking ground movement (walking players and monsters) would encourage a lot more multiplayer fighting (more possible use of tactics and missile weapons) as well as increasing the possible complexity of maps. ----- Original Message ----- From: Yann Chachkoff < yann.chachkoff at mailandnews.com > To: < crossfire-list at lists.real-time.com > Sent: Monday, October 07, 2002 10:03 AM Subject: RE: [CF List] New experience system on metalforge > Some thoughts about all this... > > Another alternate experience system was tested some time ago on my own server > (chachkoff.dyndns.org): Maximum level of 29, for an amount of experience of > 934999998 points/skill at most. > > The idea behind this was to make life harder for high-level characters (the > experience progression stayed the same as they're in the standard scale), by > making high level progression much slower. > > Setting the maximum level for skills to 29 would make it harder to cast > powerful spells; it would also mean that common spells like Burning Hands > couldn't reach as much destructive power as before. The main wish was to push > players to more cooperative work - A group could achieve tasks a single person > couldn't. > > Results were somewhat disappointing, although not entierly unexpected. Results > could be summarized as follow : > > - Power gamers generally didn't like the idea of lowering the maximum level of > power one could gain, mostly because some quests would have become "too > dangerous to make". Few people were actually ready to make dangerous quests > with their high-level character. > > - Power gamers generally seem to avoid team-play if they can; cooperation in > Crossfire appears to be more item/trade-oriented ("I give you this item to > help you") than direct "cooperative hunt" ("Let's regroup to kill those > dragons"). > > (I don't say there aren't exceptions - but those appear to be 'common rules'). > Both of the above points are directly related to the psychological profile of > the average Crossfire power-gamer. Both are in direct contradiction with the > ideas behind the tweaked experience scale. I - and some others - would have > preferred a higher average difficulty level for Crossfire at high levels; > however, since too few people accepted the concept, I put an end to the > experiment. > > Since it seems that the idea is showing up again, I restarted my server for > those interested - it could be interesting to see concrete returns from > players on all those systems and try to take the better from it. > > Y. Chachkoff > ------------------------------------------------ > Help supporting JXFire ! ( http://jxfire.sf.net ) > ------------------------------------------------ > > _______________________________________________ > crossfire-list mailing list > crossfire-list at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-list