I think most people look at level restrictions the wrong way. I base my game of AD&D specifically Forgotten Realms. In standard D&D, a low level player would not be capable of acquiring a very powerful item, that is in the spirit of the game. Also, for example, it would be impossible for a low level player to accompany a high level group into any such environment that would produce high level eq. From a code point of view, that is essentially what level restrictions are doing. They prevent a high level player from giving a low level player outrageously powerful eq. You would not see a veteran warrior in a D&D setting giving some schmuck in cotton clothes a magical axe that he nearly died acquiring. I have been playing D&D for nearly 18 years and coding muds for 4 and have never seen a problem with level restrictions. I have my code now so that if a player happens to kill a mob _alone_ and the mob posseses eq higher than the players level, the eq level is set to that of the players. I have increased the object value array from 4 elements to 8 and I use the 5th element for the level flag. It makes it real easy to manage, I just use the GET_OBJ_VAL macro and have had no problems with this method. Remember to look at the game from a coder's point of view, not a players. If you do away with donation rooms, tweak your economy system so that money is a valued resource, you will not see high level eq floating around anyway. I provide things such as houses, ships, and etc that high level players can look forward to buying so they need money just as bad as low level players, thus all high level eq is either sold to shops that in turn sell it for more money or saved with the high level players. My 2 bits, Chuck +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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