Is difficulty calculated by the server or must it be set in the headers btw? --- Mark Wedel < mwedel at sonic.net > wrote: > Vernon T Rhyne wrote: > > > > > This changes (for the negative in my opinion) the > other dynamic at work, the > > acquisition of truly rare items. Since this is > basically a lottery at really > > really long odds, these random levels are a > significant potential source of > > rare items. If you kill the volume, you > dramatically lower the chance at a > > rare item. > > > > If we're reducing clutter, I'd argue we should > increase the value of > > individual-item yield for super-high level > treasures. > > but by that arguement, we should then increase the > number of treasures, so it > is more likely items show up. But I doubt many > people would think that is a > really good idea. > > Now what could perhaps be done is increase the > likelihood of artifact items > show up slightly based on difficulty of the dungeon. > Right now, I recall the > likelihood of artifacts (ring of miracles type of > thing) is somewhat constant > based on difficulty - or at least, the chance of a > ring becoming a 'special' > ring is constant - some items do require minimum map > difficulty levels. > > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com