On Feb 6, 4:59 am, Petr Prokop <zwei2st...@[EMAIL PROTECTED]
> wrote:
<snip>
> It really seems like design mistake.
>
It sure does. Just because something isn't a "bug" doesn't mean
it's automatically a good thing.
> UBER effect is in game for reason thou, but there are different
> appraches on how to stop
> player progressing on easy monsters (if we want to, but only MMO
> requires this kind of
> player limiting IMO): worse loot drops, less xp/weapon marks, etc..
>
That's what I was thinking. Why not just make the XP go down for
the amount of monsters killed? If you want to increase the time
required
for XP gain, that would do it -- they'd have to kill harder monsters
which
are also not only more dangerous but more rare, the latter factor
serving to increase the time and prolong the tedium of the game.
(Or force a descent into deep levels where they're very common, but
also, of course, risky & dangerous, but ain't that the point?)
> Another approach would be to cap UBER effect based on danger level:
> jackals would be
> maximally as strongr as strongest monster you can encounter in that
> dungeon level/wilderness tile.


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