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Re: CF: more updates soon, comments/votes requested
- To: crossfire (at) ifi.uio.no
- Subject: Re: CF: more updates soon, comments/votes requested
- From: Steven Lembark <>
- Date: Mon, 11 Oct 1999 19:43:02 -0500
- Organization: Workhorse Computing
- References: <> <> <> <> <> <> <> <> <>
- Sender:
> Maybe if enabling experience restoration disabled player vs. player
> drain, it could be set up as a switch, but I don't really like the
> idea of making both of those optional. Too hard to balance.
here's a theory. i can set up a server w/ several ports active,
each having different settings. if people are willing to try
thing and give feedback we might be able to get a result with
fewer side-effects.
alternative is to have one or two methods and let people
choose which one they want -- turning on player-to-player
drain might, for example, turn on some other effect upon
restoration to offset it. that way people could try various
things and see which ones work.
> Not quite. The other players could only restore their physique
> experience by attacking with drain. Drain lowers the victims total
> experience and lowers each experience category by the same percentage,
> but gives the attacker only the type of experience they attack with.
>
> If players attack each other until their physique experience is back
> where it should be, except for the one who's getting drained of
> course, they'll still be short on total experience and all their
> secondary skills, like mental and agility. Still, I'd rather make
> player vs. player drain either give the attacker experience or not.
what if player-to-player drain is less than 1:1. i.e., if i drain
X points from you i get only X/2 or X*(your level/(your level + my level))
so that it quickly becomes less profitable to regain points from
other players than to just kill monsters.
--
Steven Lembark 2930 W. Palmer St.
Chicago, IL 60647
800-762-1582
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