Aaron Baugher wrote: > Would it be possible to make the donator an item like a > scroll that can be collected and used later? Sorry, I'm afraid that is not an option. In crossfire there are ways to abuse server crashes for item dublicaton. Just imagine players piling up these donators in their apartments... They really have to be non-pickable. > That way a player wouldn't fight all the way to the bottom > of a dungeon only to find that the big prize is useless to > him because it's XP in a skill that he doesn't know. Your argument is true, but I think there are several ways to solve the problem. Players who get an exp reward without knowing the skill could get a very small chance (like 1%) to learn the skill instead. If that doesn't seem fit, they could get a certain amount of money dumped in their inventory, as "consolation prize". Apart from that I think current quests are not any better in regard to fairness actually: "Here is your fire sword for solving the quest. What, you don't need a fire sword? Who cares...". Okay, at least you can sell a fire sword for a few bucks, but then a consolation prize in the above case would do just as well. Todd Mitchell wrote: > Two problems with having a xp creator arch seem to be: > > a. if you hand out xp specifically for a skill and the > player doesn't have the skill > b. how to stop loitering around the creator I have presented possible solutions for both of these. However, I want to point out that named problems already apply to most treasures and quests in some way, and have existed for many years. Of course the problems should be fixed, but I don't see them as utlimate obstacles, or as reasons *not* to allow skill exp rewards. AndreasV -- +++ GMX - Mail, Messaging & more http://www.gmx.net +++ Bitte lächeln! Fotogalerie online mit GMX ohne eigene Homepage! _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel