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> The idea being that instead of leveling, one would do the quests, > and level almost like a side-effect. So what you propose a player would only gain exp when the complete a "milestone" in a quest - such as recover an item, slay a specific monster, etc.? Instead of gaining exp for all the monster slaying, item identification, and other skills - it would only be when the quest objective is reached? I had a brief experience with a game system like this. The things that made it not very enjoyable (in my experience) was some of the following: Would need to find a group to solve a quest, only to have a person leave early or a bad member/player and the whole group would not achieve the objective - thus no exp. Server crash in the middle of a quest (especially a multiple hour one), would have to start over with no exp gained yet. Could not just quickly log in for a few minutes or hour or less and make progress after level 5 (might have been 10?) Would have to set aside multiple hours in order to play in order to accomplish something. This game also made changes so that money and item rewards were only obtained when quests were completed. Side tangent, but just an FYI. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (Darwin) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iD8DBQFPZmWshHyvgBp+vH4RAllzAKC82YWUGEXg0xZfDadNSNkHecbzLwCaAzgN LUt47ZFN31qsAtKipvtMqmI= =I7AW -----END PGP SIGNATURE----- _______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire