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

-- 
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Senior Technical Consultant     Email:  [EMAIL PROTECTED]
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