Nicolas Weeger wrote: > Hello. > > > How should the monster level relate to the player level? > What is the meaning of the monster level? > > > What I can think of: > - monster level is (roughly) the level the player should be to kill it
That is how I see it - monster level and player level should roughly match. But in this context, I'd sort of say a group of monsters and player level should roughly match. For example, at first level, the character will be fighting typically large groups of level 1 monsters, it's not a 1:1 battle. But that first level character might be able to take on a level 4-5 monsters on a 1:1 basis, but should die if he takes on a group of them. However, in some ways, this gets tricky - some monsters are much more dangerous in groups do to overlapping spells, damage output, etc. > - monster level 1 has some characteristics ; each level can improve a skill / > competence / max hp/sp / whatever, so calculate level from that ; something > like the advancement level of D&D, maybe? Except for the most part, there are not that many things to adjust for monsters in crossfire - you do have level, hp, ac, sp, and skill levels. But if all level 15 monsters had the same hp/ac/sp, it would be pretty boring - you need to be able to have enemy wizard with a bunch of sp, but maybe not as many hp, etc. In theory, monsters should have all the same skills as players, and those be set at appropriate levels. Right now, I think a lot of the code just uses monster level for skill level, which more or less works. > - monster level is just there for the sake of it > > > Experience given by a monster has the same kind of issue. Is experience given > based on the relative levels of the opponents? Is it arbitrary? > How to take account special things of the monster? When I was doing the rebalance, I was basically setting a monsters exp based on its level, but there was still a range. That said, I think it would be completely reasonable to redo it - exp is based solely on level of the monster. If a monster is too easy for that exp, then it needs to be adjusted in some way (which could mean lowering level). However, keeping it a monster attribute does allow for maximum flexibility - for example, when redoing it, I basically had this as a exp value based on level of monsters: 1 <10 exp 2 25 3 50 4 100 5 250 on so on. But in this model, there are some big gaps - one could reasonably say a tough level 4 is maybe worth 125, and and easy level 5 (but still harder than that level 4) is 200 _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

