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  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4442">
    <title>Re: crossfire 1.70.0 and map difficulty</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4442</link>
    <description>&lt;pre&gt;
Oh, ok.  I'm happy enough to know that it's intentional and I didn't
cause some bug with my packaging.

Though I'm not sure I quite like the change personally.  Takes the fun
out of killing kobolds if there's such an easy exp source available
instead.


Thanks for clarifying this.


I might just remember them wrong and they've always been like that.
&lt;/pre&gt;</description>
    <dc:creator>Kari Pahula</dc:creator>
    <dc:date>2012-04-11T18:47:47</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4441">
    <title>Re: crossfire 1.70.0 and map difficulty</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4441</link>
    <description>&lt;pre&gt;

After some checking, the experience gain for literacy was indeed increased, to 
make leveling less painful :)



(kudos to Leaf for the fast reply :))


Traps I'm not sure.


Regards


Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-04-11T17:46:52</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4440">
    <title>Re: crossfire 1.70.0 and map difficulty</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4440</link>
    <description>&lt;pre&gt;
localhost, built from 1.70.0 sources, as released on sourceforge.

Unless I did some mistake when packaging the server package and maps
for Debian.
&lt;/pre&gt;</description>
    <dc:creator>Kari Pahula</dc:creator>
    <dc:date>2012-04-11T17:15:50</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4439">
    <title>Re: crossfire 1.70.0 and map difficulty</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4439</link>
    <description>&lt;pre&gt;Hello.




What server are you playing on?


Regards


Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-04-11T16:35:23</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4438">
    <title>crossfire 1.70.0 and map difficulty</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4438</link>
    <description>&lt;pre&gt;Hello.

Has something changed with map difficulties in 1.70.0?  For example,
reading the questbook in Wanderer Inn in Scorn rewards the player with
525 exp now, a quarter of what a new player needs to reach level 2.
In 1.60.0 that was just 100 exp.  Going through the Central Library
easily gives thousands of exp points, all for 5 platinum.

Traps seem a tad deadly too.
&lt;/pre&gt;</description>
    <dc:creator>Kari Pahula</dc:creator>
    <dc:date>2012-04-10T15:52:34</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4437">
    <title>Re: Upgrading the 'probe' spell</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4437</link>
    <description>&lt;pre&gt;Hello.

As a follow-up, I've added the display of the monster-related knowledge (after 
level 10), if known.

This will make the player more interested in what she uses to attack the 
monster :)


The display is based on the archetype's name, so if the monster is customized, 
the result will be wrong for the player - that's what she gets for fighting 
special monsters :)


Regards


Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-04-09T18:09:46</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4436">
    <title>Re: Windowed JXclient mode</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4436</link>
    <description>&lt;pre&gt;Hello.



If you're using WebStart from 
http://invidious.meflin.net/crossfire/jxclient.jnlp through , use 
http://invidious.meflin.net/crossfire/no-full-screen-jxclient.jnlp instead.

Else if you run from your command-line, use the -n command-line option.


Hopes this helps :)

Regards


Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-04-02T17:29:29</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4435">
    <title>Windowed JXclient mode</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4435</link>
    <description>&lt;pre&gt;Hello all, I have been using the JXclient and love how fast and well
laid out it is, but I was wondering, is there a way to run the
JXclient in a windowed mode?
Tecslicer,
&lt;/pre&gt;</description>
    <dc:creator>Jason Wright</dc:creator>
    <dc:date>2012-04-01T07:14:20</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4434">
    <title>Re: Quest-based leveling?</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4434</link>
    <description>&lt;pre&gt;Hello.




Sorry if my proposal was not clear, apparently some other people felt that 
confusion :)


What I had in mind was not to change the experience system, stop gaining exp 
for slaying monsters, quite the opposite.



I'm proposing to add quest "lines" that would let a player through enough maps 
to gain some levels.

Imagine you start a new character, and do the beginner house. Then you end in 
Scorn, search around, hear about a quest ("grandpa Malone lost his walking 
stick"). While doing it, you explore some specified maps, obviously kill 
monsters, and when you finish the quest, you realize you gained some levels 
because you killed monsters.


Right now we have a "kill all monsters, loot treasure" game, mostly 
hack&amp;amp;slash. I'd like to add the option (option only :)) to plya like "futfill 
quests, and because you kill monsters and use skills, gain levels, unlocking 
other quests".

So adding some accomplishment to the game.


I hope this clarifies my previous mail :)


Regards


Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-03-21T19:17:29</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4433">
    <title>Re: Quest-based leveling?</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4433</link>
    <description>&lt;pre&gt;
Reducing exp from monsters in general might scare away those players that do
like hack&amp;amp;slash over questing.

That "middle approach" is IMO a good approach that could be activated
selectively for "quests" that deserve that name, e.g. by setting a map value
to the fraction of exp that's gained immediately as before. The rest of the
original exp could be added to a "quest experience pool" for that quest in the
player inventory. When the player reaches a goal or milestone in a quest, that
pool could be flushed to the player exp.

That approach would still yield the same amount of exp for players that do
hack&amp;amp;slash through a quest *and* finish it.

Jochen
&lt;/pre&gt;</description>
    <dc:creator>Jochen</dc:creator>
    <dc:date>2012-03-20T16:55:15</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4432">
    <title>Re: Quest-based leveling?</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4432</link>
    <description>&lt;pre&gt;
  Many other games do include experience as a reward for quests.  That doesn't 
necessarily make it a good approach (nor bad), but does imply that others have 
thought of it and considered it an OK approach.

  What is not clear from the above (and some followups suggest this confusion) 
is whether these exp reward are in addition to the exp one gets from killing the 
monsters, disarming traps, etc, or if this is basically replaces the way a 
characters gets experience.

  If this is additional reward, then this in some ways makes the game easier - 
you are getting all the same experience as before, and now get more when that 
experience is associated with a quest.  So this in some ways makes things easier 
(how much is hard to say).

  If this is a replacement, then I think this is more complicated - one has to 
make sure there are enough quests (or the quests are repeatable) to be able to 
gain sufficient exp.  It also means that maps which are do not have a quest 
really just become places to hunt for it&lt;/pre&gt;</description>
    <dc:creator>Mark Wedel</dc:creator>
    <dc:date>2012-03-19T04:25:13</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4431">
    <title>Re: Quest-based leveling?</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4431</link>
    <description>&lt;pre&gt;
It sounds like an intriguing way to bolster the game play experience for 
people who aren't as much in to the hack/slash/grind.  It also sounds like a
lot of work, though probably not the kind of work that makes balancing the
rest of the game harder, so probably not a big deal.  Conceptually this kind
of thing could feed a class... dunno... bard, adventurer, or something, and
the class could make one of the less used races more valuable by having
pluses to questing (vs fighting or magic, etc.).

Then again, I'm not sure the recent half-way done "balancing" and adding
new features is the way to go with crossfire. There seems to be a lot of
new code but little follow through that may not really do much for the
game.  There seems to be a huge split in whether people actually want to
play "trunk" over "branch".  It might do the project good to figure out why
people have trouble with trunk and work on resolving those things.

I'm not saying that working this kind of enhancement is bad per se.  It
could be a way &lt;/pre&gt;</description>
    <dc:creator>Kevin R. Bulgrien</dc:creator>
    <dc:date>2012-03-18T22:51:52</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4430">
    <title>Re: Quest-based leveling?</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4430</link>
    <description>&lt;pre&gt;-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1



So what you propose a player would only gain exp when the complete a
"milestone" in a quest - such as recover an item, slay a specific
monster, etc.?

Instead of gaining exp for all the monster slaying, item
identification, and other skills - it would only be when the quest
objective is reached?

I had a brief experience with a game system like this.

The things that made it not very enjoyable (in my experience) was some
of the following:

Would need to find a group to solve a quest, only to have a person
leave early or a bad member/player and the whole group would not
achieve the objective - thus no exp.

Server crash in the middle of a quest (especially a multiple hour
one), would have to start over with no exp gained yet.

Could not just quickly log in for a few minutes or hour or less and
make progress after level 5 (might have been 10?)  Would have to set
aside multiple hours in order to play in order to accomplish something.

This game also made changes &lt;/pre&gt;</description>
    <dc:creator>Rick Tanner</dc:creator>
    <dc:date>2012-03-18T22:46:04</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4429">
    <title>Quest-based leveling?</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4429</link>
    <description>&lt;pre&gt;Hello.


I'm wondering whether it'd be nice or not to have some "main quests", maybe 
related (like Scorn's nobility quest), that would enable a player to level 
through them.


The idea being that instead of leveling, one would do the quests, and level 
almost like a side-effect.


Of course that'd require quite some work to rebalance things, and write many 
quests.

Especially since one can imagine quests forbidding to do others, variations, 
and thus.



How does that feel?



Regards

Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-03-18T21:39:37</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4428">
    <title>Re: GTK client compilation issue w/ newer autotools</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4428</link>
    <description>&lt;pre&gt;Yes. I agree there, in relation to potential duplication of
dependencies inter alia; I am not entirely sure who is responsible for
the erroneous .pc file in current builds of ArchLinux, but a patch is
already present in the client 'crossfire-client-svn' package at
https://aur.archlinux.org/.  Thanks for your advice! :-)

Regards,
- David McIlwraith &amp;lt;2c93e8f1&amp;lt; at &amp;gt;gmail.com&amp;gt;

On Sun, Feb 26, 2012 at 1:48 PM, Mark Wedel &amp;lt;mwedel&amp;lt; at &amp;gt;sonic.net&amp;gt; wrote:
_______________________________________________
crossfire mailing list
crossfire&amp;lt; at &amp;gt;metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire
&lt;/pre&gt;</description>
    <dc:creator>David McIlwraith</dc:creator>
    <dc:date>2012-02-26T09:04:26</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4427">
    <title>Re: GTK client compilation issue w/ newer autotools</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4427</link>
    <description>&lt;pre&gt;
  There isn't a lot the client can/should do in that case.

  One can set LIBS environmental variables to add extra libraries that are 
needed - I think in this case, that is probably the correct fix (well, workaround).

  While the client configure script could look for these other libraries, there 
is reasonably likelihood that it will break in various cases - if gtk+ adds 
another library dependency in the future, or if there is an extra one on some 
system.


&lt;/pre&gt;</description>
    <dc:creator>Mark Wedel</dc:creator>
    <dc:date>2012-02-26T05:48:18</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4426">
    <title>Re: [PATCH] Fix for libpng compilation problem</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4426</link>
    <description>&lt;pre&gt;Hello.




Patch committed to SVN, thanks :)


Regards


Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-02-23T19:06:46</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4425">
    <title>Re: JXClient screen shot request</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4425</link>
    <description>&lt;pre&gt;Hello.



Here are 2 screenshots.

First is the layout I usually use (though inventory is closed often), 2nd is 
just to show various windows :)



Regards

Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-02-19T09:36:13</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4424">
    <title>Re: Compiling 1.60 on OSX.</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4424</link>
    <description>&lt;pre&gt;Hello.




I'd be interested in you trying the current Java (JXClient) again :)

It did change a lot lately.


If you got JavaWebStart, just point it to 
http://invidious.meflin.net/crossfire/jxclient.jnlp

Else you can grab it from http://invidious.meflin.net/crossfire/jxclient.jar 
(daily build).



Regards

Nicolas
&lt;/pre&gt;</description>
    <dc:creator>Nicolas Weeger</dc:creator>
    <dc:date>2012-02-19T09:30:36</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4423">
    <title>Re: Compiling 1.60 on OSX.</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4423</link>
    <description>&lt;pre&gt;
10.7.3 (Lion).


4.2.1 - that's:
GCC-4.2: build 5666
LLVM: build 2336
Clang: 3.0 build 211


Great! I'll see if I can contribute some useful information.

I see now that I lied a little in my previous mail. aclocal didn't work for me.
To build it I did:

autoreconf
automake -add-missing
autoreconf
LDFLAGS=-L/usr/X11/lib/ LIBS=-lX11 ./configure
cd common
sed -e 's/-finstrument-functions//g' &amp;lt; Makefile &amp;gt; Makefile.tmp &amp;amp;&amp;amp; mv
Makefile.tmp Makefile
cd ..
make
sudo make install

(After fixing the libpng issue.)

Yesterday I removed my config file and then the client started to look
really nice too!

/Sebastian
&lt;/pre&gt;</description>
    <dc:creator>Sebastian Andersson</dc:creator>
    <dc:date>2012-02-16T20:11:29</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.crossfire.general/4422">
    <title>JXClient screen shot request</title>
    <link>http://permalink.gmane.org/gmane.games.crossfire.general/4422</link>
    <description>&lt;pre&gt;-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1


Hi,

For those who are more familiar and use the JX Client, could you
please send me a screen shot of your client layout?

I am curious to see and compare what options and choices people use.
Plus, I have an opportunity to gather in person feedback from brand
new players this weekend in regards to the client.

Thank you,


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Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iD8DBQFPPTzzhHyvgBp+vH4RAoeRAKCHwbIMITO48bIMNC20emNfqP26iACeOgs4
xHjmltejhOM1eTiNCCiS4Vk=
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&lt;/pre&gt;</description>
    <dc:creator>Rick Tanner</dc:creator>
    <dc:date>2012-02-16T17:29:24</dc:date>
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