Quoting Andrew Fuchs < fuchs.andy at gmail.com >: > On 5/30/05, Anton Oussik < antonoussik at gmail.com > wrote: > > Not sure if any of those are appropriate for CF though. > > Well, there is the issue with the number of players... > > -- > -- > Andrew Fuchs > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > I don't often comment here, but I've followed this thread a good bit and wanted to put my cents in. At heart the issue is (in this and many other multiplayer level-based games) that experience generation is monotonous and non-stimulating. The random-based maps are a workaround (as they were in Anarchy Online). They allow you to tackle the monotony in a convenient setting. Without them, experience generation would be not only monotonous, but also more predatory. The "best" maps would be camped out even more. Yes, with the near-infinite resources and items an experienced player has, generating a second character at the same level is trivial. Rare loot is a much more meaningful scoring device in Crossfire than experience is. This loot combined with the knowledge generated from the first go-around SHOULD make the second (or Nth) time simplistic. This isn't a bad thing. It certainly shouldn't be taken as proof that a new player can achieve level 100+ in a trivial period if unaided. Since this issue has migrated a number of directions, let me throw out a few: <disclaimer: if these have already been mentioned, I apologize> 1) Significant experience generated for quest completion. (slay the quest, get a cookie...) 2) Less of a death penalty. The treadmill has a frightful slope, especially when combined with the "angel with a rod of banishment" and other such random mishaps. While it might be nice to quest-map to a level the first time, the Nth time you just want to get there as safely as possible. 3) A conversion for money into powerups or lessening death penalties. Directly into exp is a bad idea, but temporary bonuses could be effective. I also believe there to be silly amounts of money lying around in a Crossfire world, with no real current value.