Other > Suggestions
Shared XP
Johnnybravo:
--- Quote from: OskaRus on May 10, 2011, 03:58:34 PM ---Sharing exp by damage would prevent group-exping of less damage oriented chars. like doctors, sneakers, etc. I would preffer simple equal sharing.
--- End quote ---
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 )
firehand:
--- Quote from: Johnnybravo on May 10, 2011, 04:43:28 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 )
--- End quote ---
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.
Johnnybravo:
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.
firehand:
--- Quote from: Johnnybravo 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.
--- End quote ---
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.
Johnnybravo:
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.
--- End quote ---
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.
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