yea, death seems quite harsh at the higher levels.
at least it isnt permadeath... with the number of ... griefers that are around...
Die and lose to much XP! He he... it is funn right?
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Re: loss_20p = tmp->stats.exp * 0.05;
If people want this - then the discussion and request needs to be moved to the mailing list.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?
crossfire (at) metalforge (dot) org
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Grrrrrrr goodbye
Hmmm... Today the game made me so angry that I quited my char!!! I mean what is the point anyway? I HATE IT!poof wrote:After that happened a few times in the past I just quit playing Crossfire for 6 months or so.
I suppose you can take this up yourself as i am not on the mailing list and tend to keep it like this.Leaf wrote:If people want this - then the discussion and request needs to be moved to the mailing list.
Goodbye... you lost a lvl 110 player
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Re: Grrrrrrr goodbye
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.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!
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.
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 suppose you can take this up yourself as i am not on the mailing list and tend to keep it like this.Leaf wrote:If people want this - then the discussion and request needs to be moved to the mailing list.
Goodbye... you lost a lvl 110 player
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.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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Lauwenmark Kadensanni Hento Akkendrittae
Général en Chef de l'Armée de l'Ouest.
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.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.
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)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.
I guess you didnt read the hole thread from the beginning? I will play again as i like the game if things work better.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.
Well if you are lvl 110 and you lose 2 levels would that be fair? I don't think soyea, 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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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).
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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