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Re: CF: suggestion for Exp system (damage vs. kill)



Raphaël Quinet wrote:
> So as I wrote yesterday, I prefer to have the party experience awarded
> to the generic category.  That will unfortunately not help healers to
> get experience for the praying skill, but they will still be able to
> increase their overall level.

It has also been noted that some skills can be learned in reality by
just practicing, but that allowing EXP from practice in a computer game
is too easy to abuse.

What could be done is have guild training centers where a player can
transfer exp points from generic or from other skills to the desired
skill.  It would take two exp points from other skills/generic for each
exp point in the desired skill.

I think this makes sense in that someone training hard at one skill tend
to lose other skills and the lack of personal danger and reduced intensity
means training isn't as good as truly adventuring.  This would seem to also
contribute to the game since then it is always possible to gain exp in some
other skill even if it otherwise very hard to do so while adventuring.  In
fact, this could be used to adjust exp points gained for literacy (sort of
bizarre that reading a book can be worth more than a nasty fight) so that
succeeding in reading a book is worth almost nothing, but to gain the levels
to be able to read a book requiring spending some other exp points to increase
one's literacy level.

								sdw

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