Having mobs be worth the same experience and having a constant xp 
cost to level together would be unbalancing.. the xp award change and 
a constant level cost would work, or constant xp award and scaling 
level costs.  Indeed these both have the same effect, encouraging 
players to take on tougher and tougher opponents.

What I'd like to see is the absence of quick healing, so that combat 
becomes something you do cautiously.  Healing should either be 
difficult to obtain (almost a quest in itself) or expensive or 
otherwise not available at every bar in the game.

        Christopher Bartlett


_______________________________________________
Gamers mailing list .. Gamers@audyssey.org
To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
any subscription changes via the web.

Reply via email to