Re: [crossfire] Progressive exp table and removal of a bad hack: death_penalty_levels

2006-09-04 Thread Raphaël Quinet
On Sun, 03 Sep 2006 15:27:20 -0700, Mark Wedel [EMAIL PROTECTED] wrote: Raphaël Quinet wrote: But again, that would be the wrong way to limit the number of levels lost: if a server admin does not want players to lose more than 1 level per death, then the admin should modify the exp curve or

Re: [crossfire] Progressive exp table and removal of a bad hack: death_penalty_levels

2006-09-04 Thread Mark Wedel
Raphaël Quinet wrote: On Sun, 03 Sep 2006 15:27:20 -0700, Mark Wedel [EMAIL PROTECTED] wrote: Raphaël Quinet wrote: But again, that would be the wrong way to limit the number of levels lost: if a server admin does not want players to lose more than 1 level per death, then the admin should

Re: [crossfire] Progressive exp table and removal of a bad hack: death_penalty_levels

2006-09-03 Thread Raphaël Quinet
On Sat, 02 Sep 2006 18:52:22 -0600, Alex Schultz [EMAIL PROTECTED] wrote: One little note on this, I would say the levels 95-100 are fairly tricky actually (of course not as much as 100-115 of course), and that your statement might be a more accurate with level 50 to level 95, but yes, despite

Re: [crossfire] Progressive exp table and removal of a bad hack: death_penalty_levels

2006-09-03 Thread Mark Wedel
Raphaël Quinet wrote: Proposed solution: - Get rid of death_penalty_levels. This option hides the real problem instead of solving it. I'm personally more inclined to leave the death_penalty_levels option, but set it's default to unlimited, so server admins could do things such as make

Re: [crossfire] Progressive exp table and removal of a bad hack: death_penalty_levels

2006-09-02 Thread Alex Schultz
Raphaël Quinet wrote: snip But this created two problems: 1) Contrary to what was expected, it is not very difficult to gain a lot of exp near the high levels. Due to the availability of high level monsters and deep dungeons with a lot of monsters, the player can still collect