This bronze thing is sure one great example of a "good-idea-tho-dunno-what's-goin-on-anyway". Low lev. players do not get much money selling pussy nonmagical trash anyway. They simply not worth it. Besides why should one make harder to get money and/or xp, anyway? To make it much more fun? Geez, just say it loud, listen to to it, then think a little... "I'll make it harder, so everyone will love it!" In fact CF is _not_ an easy game, at least not at low-level and middle-high level. (At middle-lvl and at very-high lvl it _is_ easy, but as you can see, there are at least 5 categories of hardness in the game depending on the players lvl. Balancing them all out is almost impossible, and the question emerges: is it really important to be the game everytime equally hard?) It's that simple: Xp--Money--Monster's_hardness That 3 (and nothing more!) what's important in the balance of this game. At low-mid lvl, money _is_ important, tho with some tricks it's not too hard to get enough -- but it has nothing to do with things like iron sword. (The thought that low-lvl players will need only 2 gp for upgrading/replacing their weaponry is --I'm really sooory, I don't want to be too rude-- simply ridiculous. 2 gp? C'mon!) Making more real or making more challanging the game is really honorable. But check it out! The system itself is almost complete. There are weaker and stronger weapons and armours, shileds, spells, etc. And the game isn't too easy either. Once I've played a LOT with this game, and saw almost everything that one could have seen about 6 months ago. And this includes players as well, not only the game itself. Believe me, only one thing really matters in this game. And that's how you can manage yourself in the game. Everything else is secondary. You can get lotsa money? So what? Others give you great magical items? Is that something? If you want to _know_ things about this game, you have to do it yourself. And you'll need all your skills, bravery, ingenuity, cunning and composure to see really interesting things in the game. And these things are meant to be acquired by experience. Noone can give them to you. (Unless there's someone who tells you every possible threat and every solution for all the troubles you might encounter.) But that's one thing you can _never_ influence in _any_ way. I could log in, and make any other player an owner of a _very_ powerfull character by simple telling him things. To prevent that, you would have to pay an unpayable price. (Meaning changing the quests and lotsa things in the game regularly, which would make the whole game entirely unenjoyable.) But believe me, pro players never do things like that. And the other ones... they can get lotsa money with alchemy, get some xp in the TCs, etc., but they won't disturb any balance, that's for sure. That doesn't mean I don't like players whit that playing style, no. There's no problem with it, that's why I'm trying to protect them in a way. They enjoy playing, and that's what really matters! As in any other muds, non-pros and pro-s should be equally important. All I'm saying, I can't see any balancing issues at that lvl. About the TCs, they are simply "dungeons in town", which may seem to be ridiculous, but their only purpose is to grant a fast way to get levels back. (As for me, as far as I know, I still have a lvl 103 char. on metalforge, and have been to the high-lvl TCs once or twice. And that's because I died once or twice as well. The point is, had I died more, I had been there more as well.) And the xp-loss=time-loss for players is just a strong enough penalty. Time is the most precious thing we can have! Let me finish with this: (I'm trying to tell you this every time with different words, I hope one day my voice will be heard.) Please, devs, don't think about CF as a game with players! Think about it as players in a game! You have an idea, think about the players, not the game itself. There is a huge difference beetween "This way the game would be much more balanced." and "This way the players would play in a much more balanced game." Xenon PS.: Forget money already! Really, there's NO problem AT ALL with money in the game!! (Maybe it' better this way, that almost noone concerns about money in CF. At least it's much-much nicer than in the real world.) On Thu, 30 Sep 2004, Mark Wedel wrote: > > I agree that we shouldn't get bogged down on what is a metal or not (although, > bronze is a metal, it just not an element :) or necessarily the realism of > objects, etc. > > I'd note that one possible indication of poor quality of workmanship is for > objects to be -1, -2, etc, but non cursed. > > I'd also note that in my findings, it isn't all the misc non magical items > that are really worth much - its the fact that you collect everything, identify > the stuff that is magical, and find that +1 sword of lythander, or other magical > items that basically covers everything - something like that could be 100 pp. > > Now reducing the value of the objects helps out - that value is basically > determined as a multiplicative effect, so if items are 25% value, what was once > a 100 pp combo is now only a 25 pp combo. > > I do wonder however on some of the potential strangeness - one could seriously > ask why/how would a +1 bronze longsword of lythander get created for example (if > you're going to make a magical item, start with a decent base weapon at least). > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel