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Tzevael
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Joined: Wed Feb 25, 2009 6:35 am

Post by Tzevael »

Mickel has a point - generalizing already has its own penalty, in that a generalist character is spread very thinly, while a specialist fighter of the same overall level - though unable to cast spells - can wipe the floor with him in terms of weapon use. This is also similar to reality upon which Crossfire is (loosely) based - people generally prefer to be very good at a few things than moderately skilled at a lot of things, and within a lifetime they can only acquire so much skill.

Now, you can implement an experience total cap, which I DON'T like the idea of, or you can leave it with the fact that a level 110 generalist can usually be slaughtered by a level 70 specialist at anything, unless the generalist has been around a very long time.
mwedel
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Joined: Tue Jul 17, 2007 5:23 am
Location: Santa Clara, CA, USA

Post by mwedel »

It clearly depends on what one focuses on, and actual levels.

Within the game, you'll start to see diminish returns with different skills at different levels. At some point, you hit everything you attack, so being better in melee weapons doesn't do much good. Level 100 vs level 50 probably has the same results in one handed weapons (what may change is quality of items, but that is a different piece of the puzzle)

The magic skills are generally more powerful because the damage will keep going up - so at level 110, that fireball does more damage than at level 50.

The extreme counter to having classes would be a character starts with basically every skill, and some amount of resources to buy initial equipment/spells. For a lot of people, that isn't very appealing.
blackrazor
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Joined: Sat Feb 13, 2010 4:41 pm

Post by blackrazor »

I think skills are more or less perfect as they are now. It is a journey, an adventure, a challenge to get all the skills on one character, and after all, isn't that what rpg adventure games are about?

It's not like one character can ever be the best at all skills, getting everything to level 115, and having 30 in all seven stats would be required to perfect every skill. Granted many skills work just fine at less than perfection, but still.

I've always preferred games that let you "see all there is to see" on one character, rather than having to make 15 different characters just to try out all the skills and combos.
dragon
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Joined: Thu Feb 14, 2008 5:05 am

Post by dragon »

Hey folks, I know this is a mostly dead topic, but there's a few things I'd like to point out.

First of all, it's not exactly true that a lower level specialist can beat a higher level generalist. I have two high level characters on metalforge (Cerryl and Creslin) and have found that the generalist will always have a way to balance out the effects of a specialist.

Second, some skills in particular: one handed, two handed, and prayer; do not have diminishing returns. I'll leave to you folks to figure out why.

In my opinion, Crossfire has always favoured the clever. I think it would be best if the experience system remained the same, it is well balanced as it is.
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