Mark Wedel wrote: > Andreas Kirschbaum wrote: > > b) Reward a (pk) with MIN(5 million, (exp loss of victim)/10). > > > > I'm not sure if that really is a good idea since it probably creates > > another exploit: kill a player with some hard to train skill and gain > > lots of exp in that skill. > > I'm not sure I follow that logic - it doesn't seem to be any worse than now. > > If I can (hypothetically) kill someone with bad singing, that change above > doesn't make things any easier or harder. I won't get any more exp than I did > before that change, and will likely get less. If the player being killed is > down to having only permanent exp left (thus doesn't lose anything), I gain > no exp.
The problem I see is that the current code calls calc_skill_exp() which probably returns a quite different value than the exp loss of the victim. Thus it may be possible to find a hard to train skill (which gives very few exp from calc_skill_exp()) which now gives lots of exp due to a huge exp loss of the victim. That said, the exploit would be to train a throw-away character with easily trainable skills, then kill it with the "real" character and with a hard to train skill. The result is that the "real" character gains lots of exp in the otherwise hard to train skill. _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

