[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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