fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 23, 2024, 01:52:59 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 [2]

Author Topic: Shared XP  (Read 2372 times)

Johnnybravo

  • Hey there!
  • Offline
Re: Shared XP
« Reply #15 on: May 10, 2011, 04:43:28 pm »

Sharing exp by damage would prevent group-exping of less damage oriented chars. like doctors, sneakers, etc. I would preffer simple equal sharing.
Oh noes that's how is it in WoW, can't happen not harsh enough!!

Seriously though, it should be by damage between group of players and NPCs and even for group of players.
So if 2 guys with 1 guard beat some deathclaw, while that guard does 50% of the damage, they will share 500 xp between them, and probably you can even add small bonus to shared value when more players are grouped together ( so 4 players could share say 600 xp )
Logged
"What is this, I don't even"
"This is your forum."
Re: Shared XP
« Reply #16 on: May 10, 2011, 06:17:05 pm »

Oh noes that's how is it in WoW, can't happen not harsh enough!!

Seriously though, it should be by damage between group of players and NPCs and even for group of players.
So if 2 guys with 1 guard beat some deathclaw, while that guard does 50% of the damage, they will share 500 xp between them, and probably you can even add small bonus to shared value when more players are grouped together ( so 4 players could share say 600 xp )

Well I've just read about the WoW system of sharing exp. The catch there is that the shared experienced is based upon a player level.

Here's a simple example:

PlayerA and PlayerB are in a party mode.
PlayerA has level 15
PlayerB has level 10

Creature exp reward equals to 500exp.

For killing the creature players get:

playerA exp gain = 15/(10+15) * 500*1.0 = 300
playerB exp gain = 10/(10+15) * 500*1.0 = 200

You can also add modifier to the final experience gain based on the amount of players in a group, e.g.:
2 person group = 1.0
3 person group = 1.2
4 person group = 1.3
5 person group = 1.4

And in the end the general formula for shared exp valid for two players that killed one creature:

playerAexpGain = [ playerALevel / (playerALevel + playerBLevel) * modifier ] * creatureExpRew
playerBexpGain = [ playerBLevel / (playerALevel + playerBLevel) * modifier ] * creatureExpRew

restriction:
if the expresion in [] is greater than 0.5 it should equal to 0.49

I have to say that after all this method of exp counting seems to me even better than the other one that is based merely on damage dealt.
« Last Edit: May 11, 2011, 11:16:02 am by firehand »
Logged

Johnnybravo

  • Hey there!
  • Offline
Re: Shared XP
« Reply #17 on: May 10, 2011, 09:58:15 pm »

As long as higher level leeches XP it's fine. You know so you cannot passively level up low lvl chars by having stuff killed.
Logged
"What is this, I don't even"
"This is your forum."
Re: Shared XP
« Reply #18 on: May 10, 2011, 10:39:55 pm »

As long as higher level leeches XP it's fine. You know so you cannot passively level up low lvl chars by having stuff killed.

That is how the above system works. The player with higher level gets more experience points. For example in party of 1st level player and 21st level the latter one gonna get 21/(21+1) total exp points it is ~95% so that 1st level player get only 5%. But in case of party that consists of 1st level and 1st level players (in general same level players) they get 1/(1+1) exp points each, so that they get 50% and 50% respecitvely. I think that's quite simple way of preventing excessive boosting low level players by high levels and in the same time it should keep docs, engineers and other players that deal little damage happy.
Logged

Johnnybravo

  • Hey there!
  • Offline
Re: Shared XP
« Reply #19 on: May 10, 2011, 11:31:37 pm »

Yes it's absolutely fine. Now I'm only a bit worried how technicaly possible would all the stuff be since fonline is not opensource project, modding capabilities might be limited.
Possible issue is when people are going to break party and finish on single - will still need damage based system for subjects not sharing group.
Also it'd be interesting to talk about distance and FOV requirements for kill target.

Quote
Well, it would be unfair if they got experience just for standing still, doing nothing.
You still see "how it is done", so you should gain some experience. To be honest it'd probably just effect in more people grouping together with players of similar level range, and this is very good thing in multiplayer game.
Logged
"What is this, I don't even"
"This is your forum."
Re: Shared XP
« Reply #20 on: May 11, 2011, 02:08:29 am »

Now I'm only a bit worried how technicaly possible would all the stuff be since fonline is not opensource project, modding capabilities might be limited.

Just before i go to bed i have to answer :D
'Everything is possible' and fonline programers are skilledl. If they decide to implement it i am sure they will cope.

Possible issue is when people are going to break party and finish on single - will still need damage based system for subjects not sharing group.

Well it would be nice to have both systems for different occasions :)

You still see "how it is done", so you should gain some experience. To be honest it'd probably just effect in more people grouping together with players of similar level range, and this is very good thing in multiplayer game.

Yes you are right and i admit that i changed my mind after reading about WoW system. Exp sharing based on level seems a better, more party friendly solution.

Logged
Re: Shared XP
« Reply #21 on: May 11, 2011, 10:31:31 am »

Hmm, how will NPC followers fit into all this? Will they get XP completely independently of the group or will they suck some of it up themselves? My suggestion would be they just get the exact same amount as their leader, else nobody is going to want to level up followers.
Logged
Re: Shared XP
« Reply #22 on: May 11, 2011, 11:08:34 am »

Hmm, how will NPC followers fit into all this? Will they get XP completely independently of the group or will they suck some of it up themselves? My suggestion would be they just get the exact same amount as their leader, else nobody is going to want to level up followers.

That's quite difficult problem to solve correctly. On one hand it can't be too easy on the other hand it can't be too difficult, it's just about keeping balance. Still they could share exp the same way as player members that means they would get exp based on their level (possibly with higher modifier).
« Last Edit: May 11, 2011, 11:26:22 am by firehand »
Logged
Re: Shared XP
« Reply #23 on: May 11, 2011, 02:54:36 pm »

Followers getting the same amount of XP as each other would actually be amazing, no more having to take only 1 out and have him pick on some mole rats alone because they are under leveled compared to the rest
Logged
Pages: 1 [2]
 

Page created in 0.084 seconds with 21 queries.