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Re: CF: Crossfire playbalance



I suggest max level be 30.  Character improvement beyond that would be a
matter of  getting better items.  Exp points beyond that allows being
killed without losing a level.

I suggest max attribute be greatly increased to 127 and alter bonuses
to be linear.  So strength 60 would be twice as good as strength 30, but
strength 30 would be only slightly better than 29 (ie 30/29 better).  Thus,
it would be intended to be impossible to max out attributes.

As for ridiculously powerful items/spells, the only real solution is
to remove them or make them very difficult to use.  You can never
achieve play balance when one thing makes a character so much better.
Like maybe the extremely powerful spells such as invulnerability shouldn't
just have a fixed mana requirement, but require a high minimum amount and
then take that amount plus 50% of remaining spell points (including
crystals and such).

Also, there should be a statement to mapmakers and so on that playbalance
is being achieved by whatever methods (such as making invulnerability
spells quite hard to cast more than once an hour of play time) and thus
items which consistently grant that benefit are highly destructive to
play balance.  And maybe that weapons of stat bonuses totally less than
15 doing damage of not more than +40 (or whatever), with no more than
one attack type and offering protection in no more than one category
are okay.  Ie basically list the type of item (by where it is equipped)
and the highly recommended maximum for that items of that category.
Thus, maybe encouraging there to be a wide variety of weapons that mix
and max various benefits, but nothing really anything much better
than what probably already exists.  But if all items have a wide open
list of benefits then getting enough of such items results in an absurdly
improved char.

							sdw
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