There are plenty of other engines that even allow FPS and make the language easy. Its expensive and worth it.

Try wolfteam, it's a game that used one.
I personally find it a lot more comfortable to use a multimedia library instead of a "game engine". If you're really serious about making a professional game, look for someone who can code in C++. From there, you can use SDL, SFML, Allegro, and maybe a direct OpenGL wrapper. SFML handles a lot of tedious work for you, like threading, netcode, true-type font rendering. Best thing about all of the above, though, is that they're free and often considered the industry standard (at least, SDL is).
Duelmaster409 wrote:
I personally find it a lot more comfortable to use a multimedia library instead of a "game engine". If you're really serious about making a professional game, look for someone who can code in C++. From there, you can use SDL, SFML, Allegro, and maybe a direct OpenGL wrapper. SFML handles a lot of tedious work for you, like threading, netcode, true-type font rendering. Best thing about all of the above, though, is that they're free and often considered the industry standard (at least, SDL is).

Although this is true, it can be a complex and extensive process. Using a game engine will save him the trouble, and will get the work done faster, and I'm pretty sure that's what he wants.

Zane444 wrote:
28. "Players can only level up 3 times within ten minutes. Some players were teaming up and letting their friends kill level 20 Yokai after they had damaged them to level up a good 10 times."

I use to do that in Pokemon lol

Just have it so players that are 5-10 levels lower than the monster get alot less experience.

HAI ZANE
My response to the whole "Lvl cheating" thing is this. All you would have to do is create a temporary list to hold the information of who hit the monster, how much of his HP was taken by that player, what player initially started the combat and what player ended the combat. All of this information could then be used in the division of a set amount of exp. If a higher leveled person kills the monster then the exp given would be less than the exp given if a lower lvl person killed it. Because in essence a team shares experience equally. Sure the lower lvl'd person's given exp would double because of the lvl differnce but it would be such a trivial amount that it really wouldn't be worth the time. The amount given to a player is based off of how much work that player put into killing the monster. If not clarified here's an example:

A = Player 1(Lvl 20)
B = Player 2(Lvl 1)
M = Monster(Lvl 10)

A starts combat, but B steps in to draw the monster's attention. A sits by and watch's while B kills M. Since A is 10 lvls higher than M the experience the team would receive is cut in half(For this example anyway). Now if A had been lvl 10 he would normally receive 1,000 exp(Random number for example). Take the 1,000 exp divide that in half and that would leave 500 team exp points A would receive half of that(250 exp). And since it was a team effort and B hit M once, we will say that B gets 25 experience, but since he's 9 lvls lower we will double it to 50 exp(Just for example) the rest of the teams exp points would be wasted.

By using a system like this it stand's to reason that B would do the work himself because he would then stand to earn double the set amount of exp(1,000) and A would be less inclined to help because of the loss of experience points.
This sounds like a much more effective method to handle Kill Stealing than anything else. :P
Just an idea to keep players happy lol.
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