[crossfire] exp loss changes
Mark Wedel
mwedel at sonic.net
Sun Oct 16 15:01:14 CDT 2011
On 10/16/11 02:12 AM, Nicolas Weeger wrote:
>> One way to work around this is that if a character has an exp loss, and
>> permanent exp is in place, when they regain it, some of it goes to his
>> total.
>
>
> I think perm exp can be used for two goals:
>
> - enable even really unskilled or unlucky players to level up even if they die
> a lot ; in which case increaseing perm xp at each chance is indeed a good idea
>
> - be a safety net for players wanting to try dungeons, so that even if they
> die they aren't too penalized anyway ; in this case I'm not sure increasing
> perm xp is such a good idea
The second case is probably a tough one - I suppose it depends on what
percentage perm exp is set to, as well as what percentage is lost on death, but
I suspect for most servers, the perm exp isn't going to help out on a single
death, as it would take several deaths before you work down to your perm exp total.
One area where perm exp comes into use now is hard to advance skills. The
permanent exp will protect some portion of experience in those skills. For
example, you get exp in some skill, and you may die a bunch of times before you
advance it again - the perm exp protects at least some portion of that.
In my new system, that doesn't really apply anymore - since skills don't have
exp, you don't need to protect those skills (and with AP, hard to advance skills
have sort of a different meaning)
> But anyway however this is adjusted, it can be changed later if needed :)
One could certainly have 2 tunables here - maximum exp loss percentage, and
percentage of new exp that is always added to new total.
So one could have a server with perm exp at 50%, but only 25% for amount added
to new exp. So on death, 75% of exp gained after that point goes to work off
the exp loss, and only 25% goes to increasing the total. Or other server admins
could set that to 0% added to new exp - you have to work off all your death loss
before you get any more.
I think the only gotcha here is that if percentage added to new total is
greater than max loss, you would get in the situation that as the character
regains exp, his current exp_loss would exceed what the limit should be based on
his new total.
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