[Next Message in Time] |
[Previous Message in Time] |
[Next Message in Topic] |
[Previous Message in Topic]
Message ID: 13898
Date: Thu Jan 27 22:54:29 GMT 2000
Author: Kimes, Dean W.
Subject: RE: My overcrowding solutuion
On Thu, 27 Jan 2000, Kimes, Dean W. wrote:
>
> Yes, I thought of that too and it is a problem every time they set up a
zone
> for lower levels. There will be a group of lvl 50's that will rage thru
> killing everything just to see what items are dropped even though they
> probably won't want any of them. Just use a little reverse planar logic
and
> code the zone to not allow in players of over X level where X is 12 levels
> above the mean mob level. That would let them create a dungeon for level
25
> mean that would restrict flow of items out due to players of a level that
> wouldn't get xp anyhow running in to farm stuff.
I don't like hard limits. I prefer disincentives. Make it so
killing too many green mobs in a short period of time made you
start to *lose* experience (it's too easy, and you're letting
your skills slide). :)
Of course, to get this to work, they'd have to balance the
melee classes so they didn't die to green mobs...
--
John H. Kim
kim@...
--------------------------- ONElist Sponsor ----------------------------
GET A NEXTCARD VISA, in 30 seconds. Get rates as low as 0.0 percent
Intro APR and no hidden fees. Apply NOW.
<a href=" http://clickme.onelist.com/ad/NextcardCreativeCL ">Click Here</a>
------------------------------------------------------------------------
Please send submissions for the eqbards newsletter to lol@...
with the subject submissions.
[Non-text portions of this message have been removed]