On Sat, 9 Jul 2005, Anton Oussik wrote: > Actually I was thinking the opposite... All high > level players end up becoming very good at almost I see what you mean yes. I don't tend to play characters to very high level so I didn't consider this angle. I think this is a classic example of PCs being allowed to go beyond the reasonable bounds the system has in place for balanaced play. There are a few days to deal with this: 1. Put in a level limit (yuk) 2. Slow progression again (It's been done before). I still advocate a simple doubling of experience per level (as happens at certain levels at the moment). It would largely eliminate problems with very high level characters :) > That way players are encouraged to play with each > other, not "as well as",as most of crossfire > seems to do. I think this is well put. In the ol' days when Crossfire used X displays a server out on the 'net wasn't viable. The only time you got a group game together was when a bunch of people were on the same lan. Even today a lot of play is still single user and so the game is mostly set up that way. > I don't know of a good way of doing this without > ruining single-player mode, or even if it is something A compile or run time option which changes the server behaviour vis-a-vis skills. People could run ine one mode on a private server while public servers would run in another mode. Not ideal at all but a thought. Rob -- Robert Brockway B.Sc. Phone: +1-416-669-3073 Senior Technical Consultant Email: support at opentrend.net OpenTrend Solutions Ltd. Web: www.opentrend.net We are open 24x7x365 for technical support. Call us in a crisis.