[crossfire] Rebalancing, difficulty curve -- simple ideas

Lalo Martins lalo.martins at gmail.com
Wed Aug 30 02:30:42 CDT 2006


On Wed, 30 Aug 2006 00:02:51 -0700, Mark Wedel wrote:
> Alex Schultz wrote:
>>> An idea I think might be worth experimenting with is cutting the
>>> contribution that *ALL* skills make to general score.  If you have more
>>> characters running around with level ~10 and their primary skill(s) at ~20
>>> that would encourage them to get good at one skill, and therefore to
>>> interact with other players.
> 
>   Otherwise, all it seems you are doing is reducing exp gain - if I get 500 exp 
> for literacy vs 500 exp for 1 handed weapons, how does that affect what gets 
> contributed to overall score/exp?

Your reply applies more to Alex' message than mine :-)

The idea of cutting contribution (which is already supported by the skill
system -- I believe there are already some skills that contribute less
than 100% exp) is to encourage characters to have a few skills at levels
much higher than their overall level.  As in my example above, level ~10
character with one or three skills at ~20.

Of course that ties in closely with the exp_table... with an exponential
table, even a skill that contributes a very small portion can't be on a
level much higher than the overall, or it will begin pulling it up.

best,
                                               Lalo Martins
--
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       then they seem improbable, and then, when we
       summon the will, they soon become inevitable.
--
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