[crossfire] stat loss and highly specialized players
Kevin R. Bulgrien
kevin.bulgrien at gdsatcom.com
Tue Sep 19 12:03:54 CDT 2006
> It should apply to skills as well as overall levels. So under normal
> circumstances, I think that means no more than 3 levels lost from any
> skill and overall level.
>
> However, you could lose 3 levels from several different skills - for
> example, pyromancy, one handed weapons, praying, so it could seem like
> you are lose 12 levels (3 skilsl * 3 + 3 for overall level)
I think that it is really rough to lose of three levels for skills that are not directly related to killing monsters. Several
deaths in a row could conceivably nuke several key skills that are very hard to level. Skills like hiding, literacy, find traps,
disarm traps all come to mind.
I believe the player whose rant spawned this thread levels overall experience in one or two skills that are directly related to
killing monsters. This means his character could conceivably revert to a new player in all but one or two skills after several
deaths.
I think the side effect of this is death will tend to put a "virtual" cap on the possibility of getting to high levels in some
skills. It is not a real cap, but one that would require hours and hours of boring practice to raise those skills back to levels
that might be comparable to what could be achieved had the player not died. In skills that are directly related to monster-killing,
it is far, far easier to get back what you lost.
This tends to be quite discouraging to a player, and can spawn a feeling that one is weaker at level "blah" than he was at level
"blah - 10".
I do not know game mechanics well enough to suggest a solution, but I do understand the frustration, and experience myself from time
to time. In my case, I just try harder not to die, but the game allows death so quickly some times that it just doesn't seem fair
that you missed the life-saving action you already invoked on the client by less than a second.
I also still believe there is an anomaly in the game with respect to overall experience at least. I have seen overall experience
jump inexplicably from time to time where I cannot justify it by gameplay. An anomally like that that does not also affect
individual skill experience would also tend to exaggerate the difference between one's overall level and the relative strength of
the character.
Rayvin
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