On Tue, 24 Feb 2004, Todd Mitchell wrote: > > This should happen a lot less now with friendly fire code. > Party play should really be mostly to allow a group of player to > overcome situations where they would not be able to survive alone and > secondly be a way for players to interact together. I would consider xp > benefits a distant third in desirable party mechanics. Training up > players is an abuse of the party system IMHO. > I think so too. Of course friendly fire has to be enabled for that. On my local server i shamelessly reduce the damage from ff to 0%. reasons: 1. All other MORPGs do that. (Yes, not he best argument, but still.) 2. For any good game, gameplay always comes before logic. A game is supposed to be fun. Dying from party spells is not. 3. Concerning logic, one can argue that the spells have a "friend-foe detection". If this seems like magic to you.. it is. :) 4. Crossfire has an especially large disproportion between monster hp and player hp. This causes a disproportion of the damage a player can deal/take. Thus PvP usually is death in a single tick. Apart from friendly fire, i furthermore suggest the "pump up" spells like "dexterity","protection from x","heal wounds" to include the whole party. Or one can create extra party spell variants "heal all". I consider funneling exp. into arbitrary skills abusive. And i have no problem getting useless exp. eg. clawing for non dragons. It might be useless, but it does not hurt either. Or does it? It does. When my overall level reaches the maximum, i can no longer gain any exp. at all. Thus if i have useless experience like "use magic item" it will limit my strength in the useful skills. Thus i suggest that reaching maximum overall should not prevent me from getting skill experience. Bernd Edler _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel