Die and lose to much XP! He he... it is funn right?

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Aaron
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Post by Aaron »

yea, death seems quite harsh at the higher levels.

at least it isnt permadeath... with the number of ... griefers that are around...
Leaf
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Re: loss_20p = tmp->stats.exp * 0.05;

Post by Leaf »

bw wrote: cant we set the CVS standard on "loss_20p = tmp->stats.exp * 0.05;" as I understand that most people want this setting to be changed?
If people want this - then the discussion and request needs to be moved to the mailing list.

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bw
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Grrrrrrr goodbye

Post by bw »

poof wrote:After that happened a few times in the past I just quit playing Crossfire for 6 months or so.
Hmmm... Today the game made me so angry that I quited my char!!! I mean what is the point anyway? I HATE IT!

Leaf wrote:If people want this - then the discussion and request needs to be moved to the mailing list.
I suppose you can take this up yourself as i am not on the mailing list and tend to keep it like this.

Goodbye... you lost a lvl 110 player
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Post by Aaron »

yea, i was playing with my dm and died and lost a 10 levels which had taken me 3 hours to get even with dm hacks and spells minus patching up xp... its a bit out of hand, you shouldnt ever loose more than 2 levels, and even thats a lot of time at high levels, which explains the tc spamming...
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Re: Grrrrrrr goodbye

Post by Lauwenmark »

bw wrote: Hmmm... Today the game made me so angry that I quited my char!!! I mean what is the point anyway? I HATE IT!
Nobody ever said that Crossfire aimed to be an easy game, with no risks involved. The base idea is that a high-level character has no reason to be less careful than a newbie one when crawling a dungeon.

Now, if you think there is a map that is impossible (or really too hard) to finish, even with the highest possible level, then yes, it can be considered as a bug and reviewed for possible correction.
Leaf wrote:If people want this - then the discussion and request needs to be moved to the mailing list.
I suppose you can take this up yourself as i am not on the mailing list and tend to keep it like this.

Goodbye... you lost a lvl 110 player
Well, goodbye. It is unfortunate that you didn't left your own suggestions on how you'd like the game to be before leaving, but oh, well.
yea, i was playing with my dm and died and lost a 10 levels which had taken me 3 hours to get even with dm hacks and spells minus patching up xp... its a bit out of hand, you shouldnt ever loose more than 2 levels, and even thats a lot of time at high levels, which explains the tc spamming...
Of course, you *should*. The purpose of the experience penality is to make things *dangerous*, even at high level. The solution is usually simple - be more careful.
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bw
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Post by bw »

Nobody ever said that Crossfire aimed to be an easy game, with no risks involved. The base idea is that a high-level character has no reason to be less careful than a newbie one when crawling a dungeon.
I was playing this game for more than a year... the thing is that If you invest so much time you expect to grow in points. Of cource I can use bots to do this for me but when you reached lvl 108 it is no fun anymore.
Now, if you think there is a map that is impossible (or really too hard) to finish, even with the highest possible level, then yes, it can be considered as a bug and reviewed for possible correction.
Is is not a specific map but the general XP loss at high level. It is relativly easy to get to lvl 108 but then... (I dont understand why this is the case anyway. It looks like from level 20 to 108 is linear)
Well, goodbye. It is unfortunate that you didn't left your own suggestions on how you'd like the game to be before leaving, but oh, well.
I guess you didnt read the hole thread from the beginning? I will play again as i like the game if things work better.
yea, i was playing with my dm and died and lost a 10 levels which had taken me 3 hours to get even with dm hacks and spells minus patching up xp... its a bit out of hand, you shouldnt ever loose more than 2 levels, and even thats a lot of time at high levels, which explains the tc spamming..
Well if you are lvl 110 and you lose 2 levels would that be fair? I don't think so
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Post by cavesomething »

I think in this case the issue is more the relationship between dying and the time to recover fully from that.

For a low level character (< level 10-15), it is very hard to lose more xp than can be regained in an hours playtime (unless they are very bad, or powerlevelling and ignoring items & spells) Regaining stats is a little harder, but there are two low level maps providing guarenteed potions of life, and these take less than half an hour to play through. At low levels the stat loss isn't significant enough to matter much from a single death anyway. So you are looking at, at worst, 90 minutes to return to the same stage you were at previously (assuming you don't die again, but that would be a stupid thing to do).

Conversely at level 100+ you can quite happily lose hundreds of millions of xp, that could take dozens of hours to regain. At this point the stat loss isn't so bad, because you should be able to afford or find plenty of potions of life lying around anyway.

In this sense (measuring the death penalty in terms of time) it is far worse to die at high levels, even though the way the penalty is calculated is the same.

Given that the exp is still a 'score' and therefore a (primitive, inaccurate, but nonetheless overused) measure of progress in the game, it seems to me that ways of losing something else would work better.

I suggeset on IRC yesterday that gravestones might hold the solution to this, by holding inside gravestones the exp lost, so that a part of that could be returned to the player, by some item/person in game, who would charge money to do so (proportional to the amount of exp lost).

This would require fetching the gravestone from where it fell, bringing it to one of these special places, and spending a /lot/ of money (at least at high-levels) to get the exp back.

It still wouldn't make death pleasent, or rewarding, but it would at least allow players to limit their potential exp loss, if they have the money (it would also take lots of money out of the economy, which wouldn't be a bad thing either).
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Post by Aaron »

good idea. cause even with a dm it took a damned long time to reach 108, then it just jumps like all hell. maybe evening out the xp, so its harder to get there? cause it was just a linear graph which rockets around 107.
cavesomething
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Post by cavesomething »

ooh, that's a good idea,. increase the xp requirements for lower
levels.
Aaron
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Post by Aaron »

cavehippo: that was at medium levels, and the lower levels just a bit.

but also better high level maps that are harder, but also give more expereince, and something that can only be done by higher level players, not scummed by newbs....
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