[CF-Devel] Reducing exp penalty on death

Peter Mardahl peterm at tonks.EECS.Berkeley.EDU
Sat May 12 22:01:14 CDT 2001


>
     
      I agree with AV, you feel alot more proud of a high level char because it
     
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      took so much work to do, if we lower that difficulty.. OBVIOUSLY.. you
     
     
Well, it took me, arguably a highly experienced and expert player,
something like 3-4 months to bring my char to his present mostly-maxed
state on Metalforge.

Seems hard enough to me!

I don't think it needs fixing.

PeterM


>
     
      will be less proud of getting a high exp char. I would actually be more
     
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      happy to see the amount of exp required per level a log(x) - 2 curve or
     
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      such...
     
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      dnh
     
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      On Sat, 12 May 2001, Andreas Vogl wrote:
     
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      > PeterM wrote:
     
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      > 
     
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      > > This has been discussed several times, but I'll float it here:
     
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      > > do we have a consensus in favor of reducing the experience penalty
     
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      > > on death?  Some on IRC have said we should change it BEFORE v. 1.0.
     
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      > >
     
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      > > 1)  Yes, reduce it.
     
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      > > 
     
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      > >     a)  Reduce it to 25% or 3 experience levels in each category,
     
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      > >         whicheveris LESS.  (my favored method)
     
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      > >     b)  Reduce it to 10% (or X--you fill in X).
     
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      > >     c)  Use this forumla:  loss = F(current_exp) (you fill in F)
     
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      > >
     
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      > > 2)  No, death is already too painless.  Leave it.
     
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      > 
     
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      > I think we pretty much have a consesus that exp loss at high levels
     
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      > hurts too bad. I'd rather not do it before 1.0 though, since I'd
     
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      > prefer to have it seriously thought out and tested a bit.
     
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      > 
     
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      > While having a formula (c) of flattening exp loss at high levels
     
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      > seems best, the 3-levels limit (a) might work quite okay as well.
     
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      > 
     
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      > However, when there is less exp-loss on death, collecting exp to
     
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      > high numbers will of course be much easier. While this is more or
     
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      > less what we intended, I think we should consider to increase the
     
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      > gaps between level gains at the high end.
     
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      > The step from level 109 to 110 should be much wider than from
     
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      > level 50 to 51. Right now this is not the case, as far as I know.
     
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      > 
     
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      > Andreas V.
     
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