On Sat, 02 Sep 2006 14:47:34 -0700, Mark Wedel wrote:
For most of the mental skills, the complication of things gets cut off.
Readables above level 10 are pretty darn rare. I'm not sure about
find/detect
traps, and the item identification skills are another issue all together.
I have
Raphaël Quinet wrote:
The current exp_table (with its flaws) was obviously designed for the
combat skills and for the total experience. But it does not work as
well for the mental/craft skills. Awarding more exp points for
using these skills successfully would not be a good solution because
Wim Villerius wrote:
The main problem i've observed when playing was that once you can kill a
certain mob, you can continue killing it until you 'die' out of boredom.
That means: hit - say - lvl 40 and start killing demon lords until
you're lvl 110. A method that works perfectly. (and in case
Raphaël Quinet wrote:
This problem could be solved by using different curves for different
skills.
When I consider the characters that I have played and compare the
levels that I have reached in each skill, I see that I can group the
skills in several categories:
- combat skills: one/two
On Wed, 30 Aug 2006 00:02:51 -0700, Mark Wedel wrote:
Alex Schultz wrote:
An idea I think might be worth experimenting with is cutting the
contribution that *ALL* skills make to general score. If you have more
characters running around with level ~10 and their primary skill(s) at ~20
that
Lalo Martins wrote:
Ok, one issue with balance is that, as someone mentioned, most monsters
either kill you too easily or are killed too easily. I don't have a
solution for that, only wanted to bring it up so we don't forget it ;-)
Well, I'm not really sure, but I think there are two main
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