[crossfire] RFC: Wild idea to make experience more interesting

Mark Wedel mwedel at sonic.net
Wed Jul 6 02:12:20 CDT 2005


  I'm not sure what the proposed exp change really fixes.

  Tending to force playing styles on players usually isn't a good way to fix things.

  I agree the real fix is to make exp gains for other skills easier, or perhaps 
more to the point, give more exp.

  My own peronsal finding is that at low level, find and disarm traps can give 
quite a bit of exp relative to needing to gain levels (picking up a couple 
hundred exp is non trivial).  Yet at the same time, it is actually dangerous - 
I've been killed by traps at low levels.

  At higher levels, the traps don't give much exp, but also aren't dangerous. 
Is there really any traps out there (save for perhaps rune of death) that are of 
any danger to a level 10 player with full hp (disarming traps when you are at 
10% of your hp is pretty stupid after all).  And I think the answer is basically 
'no'.  At the same time, the amount of exp you get get at that time for finding 
and disarming traps certainly doesn't keep up what you get for killing things.

  So at least for those skills, obvious thing is to increase danger, and also 
increase exp.

  I'd also second the comment that if we want other behaviour, we should provide 
the oppurtunities for players to get those skills (Be archivist or whatever), 
and not force playing style.  I think otherwise, you'll either see players who 
say 'this new system basically maxes my level at 70 or something, so quit then' 
or players who know the tricks to get skills in all the different exp categories 
(right now, getting it in pyromancy and evocation isn't that hard, and I seem to 
recal there are other ways for some of the other skills).


    
    


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