Palfy Tamas wrote: > I'd like to ask some questions, for I really want to see clear: > > -Should we expect a fix of metalforge server (fix means correcting things > with the clients, fixing xp-lvl bugs...) in the next few weeks...? Or > months? Or will it be as it is currently until it's wiped out and the new > server starts (with the new skill system)? exp bug will be fixed next time the server restarts. It's been stable enough recently that it hasn't crashed and restarted itself, so I'll probably have to kick it myself. client issue can really only be fixed in the client. I'll try to take a look at the x11 client. A new client should probably get pushed out sometime soon, but I'll have to see how my time allows for it, as well as what it takes to fix the bugs. > > -Will there be an opportunity to carry on our current characters on the > new skill system-based server? (As I mentioned an idea which I don't > know if it's a real possibility.) No. For a few main reasons: 1) No convenient way to convert characters over. 2) New server will use the bigworld maps, so apartments and guilds would be lost anyways. 3) Moving over the characters is basically unfair to anyone who creates a new character (old characters will have exp/abilities that new characters, given the new rules can't match). That said, it is hopeful we'll have a download utility so players can get their old characters. As a note, I consider the new skill and spell system to basically be a 'version 2' of crossfire. I can think of very few commercial games where you can take characters from the old version to the new versionn (I'm ignoring things like sequels/add ons). > > -Do you want to have a new basis (I mean, code) of skill systems, or is it > your direct goal to split the skills, no matter if there would be a > possibility to form skill groups (preventing such things that one can use > a long sword at lvl 110, and when he finds a Belzebub's sword (or any > other 2-handed sword) he has to go back killing goblins and mice). Skills are split. In terms of your example, it isn't accurate. A level 100 character would still be able to kill fairly nasty monsters even at level 1 in the 2 handed weapon skill. Why? High stats, high resistances, etc. Such a character could probably sit next to a wyvern and not worry about it. So that character could very quickly get to a reasonable level in two handed weapon. Yes, some monsters he may not be able to take on, simply because of ac issues (can't hit the thing). Same is pretty much true for spells. If your level 100 in evocation and pick up sorcery, you can probably get levels pretty quickly - that level 100 in evocation gives you lots of spell points, and even though that first level sorcery spell may not do a bunch of damage, you can fire a whole bunch off at a relative tough monster (monster won't be able to kill you for exmaple). > > And some comments: Maxing out some skills like literacy, hiding may seem > to be pointless. But this argument contradicts with the reason of > the update itself; like you'll be able to make new spells, for example > ones, that only high lvl characters can get. How should one make sure that > only the high-lvl one can learn it? The character should have a high > literacy... There we are. (And indeed should he have high literacy, > preventing cases when a high-lvl char gets the book and gives it to a > low-lvl one.) This is all relative. High level for literacy might be level 20, not 100. To me, that is much more reasonable (and easier) to try and balance exp gain for a more reasonable set of levels. Eg, you can be relative sure that someone with level 20 in literacy earned it through hard work. In the old system, level 20 in mental might mean the player used various tricks or whatnot, and not as much 'honest' play. Trying to balance exp gain for a skill from level 1 to 100 is next to impossible. > And another thing: Will there be an xp-cap? For it there were one, a char > could have only a few skills at high lvl before he reaches the xp limit. > (Same problem now, which seemed to be solved right away, but in fact it's > far worse than before, for this way some people have lvl 1 skills instead > of lvl 110. And yet again, some peepo said that even lower lvl skills are > considered to be lvl 1 as well.) There is an exp limit, but it works different. Basically, the sum of the exp in your skills no longer has to match the characters overall exp. Thus, if say the exp cap is 10 billion, you could have 10 billion in all your skills, and your overall exp is also 10 billion. This also makes it easier/fairer for things like exp loss - the 3 level/20% max loss can now be done more fairly (eg, in the old system, you'd basically have to take that 3 level/20% max from the characters overall exp, and then adjust the rest of the stats accordingly). Since they are disconnected, you can really put a 3 level/20% max on each skill. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel