On Mon, 18 Sep 2006 22:21:28 -0400, "Andrew Fuchs" <[EMAIL PROTECTED]> wrote: > As what i could skim off of I440r__'s rant on IRC, players that are > highly specialized (high level) in only a few skills can loose an > unreasonable amount levels in skills that they are trying to develop > from low levels. His general point was that it should take longer to > gain levels, but players should lose less when they die.
As mentioned a few days ago, the default experience table is rather bad, especially near the higher levels because you only need to increase your exp by 1 or 2% to gain a level. You always lose a reasonably fair amount of experience when you die (death penalty is 15% by default) but this translates to many levels in some cases. The problem is in the mapping between experience and levels, not in the death penalty. I think that I440r__ had some valid points: levels should not be gained so easily (at least for the medium and high levels) so that the death penalty would always represent a reasonable amount of levels lost. As I stated previously, I consider death_penalty_levels to be a bad workaround that encourages server admins to keep on using a bad exp_table instead of fixing the real problem. The new exp_table used on Metalforge is a bit better, but still far from perfect. By the way, I added a link to http://wiki.metalforge.net/doku.php/dev_todo:exp_table from http://wiki.metalforge.net/doku.php/dev_todo_new but I did not assign a priority to it. Maybe Mark or someone else can prioritize this? I would like to get this fixed in 1.x, but I understand that some server admins would prefer to keep their old exp_table until the bigger changes in 2.0 so I marked it as a 2.0 feature. But if we decide on a better exp_table, I would still like to add it to the 1.x branch but commented out like the exp_tables A and C. -Raphaël _______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire