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Re: CF: Changes?



Scott Wedel wrote:

>I think it would actually be pretty easy to allocate via skill actions.
>You define a counter for each skill type and in the command logic (or
>hit logic) increment it for the appropriate skill, and then zero counters
>every 5 or so minutes (so a char is getting exp based upon recent actions).
>When there is exp to give then give each char his share and then allocate
>among skills according to ratio of the skill action counters.

The problem with this is that you can still use the party system to
gain experience in a desired category.  Just do something to gain a
few points (say by using the sense curse skill) while a friend kills
some horrible beast.  Sure, it requires more work for the players, but
it still leaves the door open for abuse.

I think the overall ratio of experience is a good indicator of how the
character has been played.  I doubt that too many people dramatically
change playing style mid-character.

Another issue is experience scaling.  I've noticed that the experience
awarded for killing a given monster seems to decrease as your level
goes up.  I've also noticed that the experience is decreased if you're
braced.  The question is whether the experience should be adjusted
before or after it gets distributed.  (Personally, I would prefer to
have the experience not be level-adjusted, but increase the number of
points required to progress in the higher levels instead.)

--PC
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