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Author Topic: Exping speed  (Read 2038 times)

Solar

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Re: Exping speed
« Reply #15 on: February 18, 2010, 01:20:47 pm »

Quote
2. Crafting experience is unbalanced. AK-112 what takes 110 minutes of cool down gives you 210 experience points. I know it's only an upgrade, but instead of making it you can gain more experience producing 500 pieces of 10mm ammo. Constructing advanced weapons in safe environment gives you more experience than hunting death claws in caves or floaters in a desert. For me it's much easier to level crafter than fighter.

This is an old issue, it was, until recently, impossible to fix. Now its possible, so shouldn't be too long until upgrading isn't a terrible deal.



As for increasing the level cap, a random idea I had a while ago was that your level could increase past level 21, but only by killing other 21+ chars :)

Each time a 21 kills another he gains X and the other guy loses Y, where X<Y (to stop gangs killing each other from XP profit). Then you would need something like TC to act as the "imput" for this extra XP.
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Quote from: Woodrow Wilson
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gordulan

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Re: Exping speed
« Reply #16 on: February 18, 2010, 01:23:14 pm »

wouldn't that just make the pvpers totally overpowered after a while, some factions would abuse this feature then as well, especially if it is during town control...
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Solar

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Re: Exping speed
« Reply #17 on: February 18, 2010, 01:29:16 pm »

It would all be in the tuning.

If TC gave +1XP and you gained 2XP for a kill, but lost 1000xp for dying you would, obviously, get nowhere.

If TC gave 1000XP, you gained 2 XP and lost 3XP, then the extra XP would build up in PvP chars and they would become overpowered after a while.

Inbetween those two extremes would lie some kind of balance. Afterall 23 vs 21 is pretty minor difference.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Exping speed
« Reply #18 on: February 18, 2010, 03:53:04 pm »

Each time a 21 kills another he gains X and the other guy loses Y, where X<Y (to stop gangs killing each other from XP profit). Then you would need something like TC to act as the "imput" for this extra XP.

One thing are possible exploits: you kill your friend, he degrades to lvl 20, he crafts a combat shotgun  ;), he advances again, you kill him again... and then you take another account and now your friend is exping  ;).   

I can also see a technical problem here. The server would have to save all the skills/stats/perks of your character on every level from above 21. It would be necesarry, because whenever you happen to die, lose your exp and degrade, then the state of your character from previous level would have to be loaded.

I don't know the memory capabilities of the server, but if it's not an issue and the problem with possible abuse is solved, then the idea itself seems fine  :). I like it especially because killing somebody (on level 21+) would actually harm him.

However if it is a problem, a simpler idea comes to my mind: you can freely get higher level than 21 (on PvP or PvE or whatever), but whenever you die, you go back to 21. In this case only 2 characters per one account would have to be saved in server files - current state, and 21 level state. This way a death would be really painful for the toughest players. What's more, since you could overpass the lvl 21 on simply PvE, any exploits would be pointless.

Killing players 21+ could give exp to just anybody and you can also change the color of their names to make their life even harsher  ;).
« Last Edit: February 18, 2010, 03:55:54 pm by Elmehdi »
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