Why do we want to force players to travel everywhere?
People in the middle ages didn't travel much, and
those that did didn't travel to every nook. A player
shouldn't have to travel to every nook in the world if
he doesn't want to, currently player's do now travel
because equal ammenities are in o
>There should be NO redistribution of the quests IMHO.
>If you want more quests in an area do what I'm doing
>and make more (I'm working on a navar quest). If you
>don't make more quests you don't have a right to
>complain about a lack of quests in an area IMHO.
First, I have the right to complain
If this is done it should be a "soft" cap IMHO.
(if you don't have the cap removed it is 4x harder (or
8x?) to advance (you need 4x more points to advance to
the next level then you normally would).
--- Nicolas Weeger <[EMAIL PROTECTED]> wrote:
> Btw, it could be used for "secondary" skills
> (al
Nicolas Weeger wrote:
Btw, it could be used for "secondary" skills (alchemy, woodsman, ...)
skills only, not main combat ones. This way no penalty for
fighters/wizards, just for players wanting to do other things than combat :)
But I then wonder if an actual cap on exp/skills is needed, or if
There should be NO redistribution of the quests IMHO.
If you want more quests in an area do what I'm doing
and make more (I'm working on a navar quest). If you
don't make more quests you don't have a right to
complain about a lack of quests in an area IMHO.
--- Yann Chachkoff <[EMAIL PROTECTED]>
w
Btw, it could be used for "secondary" skills (alchemy, woodsman, ...)
skills only, not main combat ones. This way no penalty for
fighters/wizards, just for players wanting to do other things than combat :)
Ryo
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> Sure, the intend - force people to explore the world furthermore - is good.
> But I see little justification of forcing them to make a given quest to
> increase their level. Arbitrarily capping the levels looks very artificial to
> me.
It could be seen as "you can't learn more by yourself, y
I don't really like that idea.
Sure, the intend - force people to explore the world furthermore - is good.
But I see little justification of forcing them to make a given quest to
increase their level. Arbitrarily capping the levels looks very artificial to
me.
On the other hand, I think that
This might be good _if_ new quests were created for
the uncapping.
We could also do, rather then a hard cap, if you don't
have the cap quested off it becomes 4x more difficult
to level past the cap (you need to aquire 4x more
points) or maybe 8x?
--- Nicolas Weeger <[EMAIL PROTECTED]> wrote:
> He
Hello.
Here's an idea concerning skills: add a "cap level without doing a quest".
For instance (levels are random numbers): a player could level up to 15
in one handed weapons. Then he'd need to complete a quest to be able to
get to 25, then another for 40, and so on.
The aim would be to force pl
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