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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Handyman on May 08, 2011, 05:00:29 pm
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I like to play RP as Slaver... But the pain in the ass is the Leveling for me and my slaves...
I just want to suggest shared XP income for player and his followers like slaves or mercs dogs other players if have followed one etc ....
I mean if you or your slave/dog/follower deal killing blow you share xp from let's say Rat gives 10xp/2 = 5xp each, or so
What do you guys think about it ?
Sorry for another like this topic ... didn't noticed it was suggested already
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I think it would be fair, thereupon shouldn't be unnecessary agreements on 'stealing' others experience. I remember when playing non-computer RP games as D&D even between a friendly crowd, when imagining a hunt in group, there was always the greedy one who used to kill or try to, every creature that loomed in front of us. But, as that was a game based on books, we could change the rules If the Dungeon Master agreed on the proposed subject, in order to improve the game and make it fair and, in extent, more fun, not that much for the ambitious, but for the rest. If that can occurs, it's easy to imagine how it will be in computer games.
In this case, the situation can be pretty similar, but with the controlling system over your followers, the only thing I find annoying is when you, trying to weak the prey, a critical hit happens and unwittingly, it explodes in a shapeless bloody mass.
I'm voting in favor of this suggestion, no matter If it has been posted before as it is or in a similar way, or not.
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Yes, I like the idea and share Cogliostro's thoughts about this.
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So all I need is some slaves, mercs or friends and let them do the fighting to get my share of xp without doing anything?
Very bad idea and highly abusable.
I'm more in favor of sharing xp based upon damage dealt. You'll get a percentage of the xp based upon the percentage of damage you did.
That way you are forced to participate in the fight and risk being killed instead of others doing all the fighting and taking all the risks.
I do agree you have to be in the same team in order to share xp.
In case of 2 teams in 1 fight, the team taking the kill shot is the team that shares the xp.
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Yey way to fast level with maxed chars ...
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Well if we're doing it based on damage dealt, what about critical hits when nobody else in the group gets a shot off?
I think deliberately letting everyone get some shots in is just as weird and artificial as giving everyone xp for just being in the same group. I think making critter farming a major source of XP in general is a bad idea. But that requires a lot of quests to fill that gap of XP. Which means it's time for cookie cutter PvE quests. Which, to be honest, I'm fine with. Anything that gets players grouping up for something that isn't encounter farming.
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so seems like idea is goodbut with some corrections ... hmm maybe let's find a solution !
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One of the problems with any type of sharing xp with a slave/merc is the fact it will make them harder to level up even after your lvl 21, unless that could somehow be fixed where you don't get the shared group XP i don't see the good side ;D
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Well if we're doing it based on damage dealt, what about critical hits when nobody else in the group gets a shot off?
I think deliberately letting everyone get some shots in is just as weird and artificial as giving everyone xp for just being in the same group. I think making critter farming a major source of XP in general is a bad idea. But that requires a lot of quests to fill that gap of XP. Which means it's time for cookie cutter PvE quests. Which, to be honest, I'm fine with. Anything that gets players grouping up for something that isn't encounter farming.
If no one else gets a shot in, tough luck for them.
If you let everyone take a shot, there's at least some risk someone gets or injured. Although it's probably mostly used in turnbased so everyone can get a shot in without too much risk.
I'm all in favor of more quests, both loner and group quests.
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How about distributing xp from each killed npc according to % of total dmg done ?
Example:
Say 3 characters attack an npc (lets say Mutated molerat), Char A does 200 dmg, Char B does 90, Char C does 10 dmg.
(I know thats more than molerat hp, but just for simplicity to remove the division by 300 in this case)
A gets (200/300)*(NPC exp, 300 or so in this case)= 2/3 * 300 = 200 exp
B gets (90/300)*300=90 exp
C gets 10 exp
Should apply to both players and npcs
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What about healing over time or simply fa monster ? In what way you will share exp for it?
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How about distributing xp from each killed npc according to % of total dmg done ?
Example:
Say 3 characters attack an npc (lets say Mutated molerat), Char A does 200 dmg, Char B does 90, Char C does 10 dmg.
(I know thats more than molerat hp, but just for simplicity to remove the division by 300 in this case)
A gets (200/300)*(NPC exp, 300 or so in this case)= 2/3 * 300 = 200 exp
B gets (90/300)*300=90 exp
C gets 10 exp
Should apply to both players and npcs
That's almost it. But there are two flaws. In order to remove them the counting should look like this:
Participants:
CreatureA
PlayerA,PlayerB, PlayerC
Hypothetical course of events:
PlayerA dealt aDamage
PlayerB dealt bDamage
PlayerC dealt cDamage and killed the creature
Counting the experience points:
aDamage/ (totalDamageTakenByACreature - unnecessaryDamage) * creatureExp = PlayerAExpPoints
bDamage/ (totalDamageTakenByACreature - unnecessaryDamage) * creatureExp = PlayerBExpPoints
(cDamage - unnecessaryDamage) / (totalDamageTakenByACreature - unnecessaryDamage) * creatureExp = PlayerCExpPoints
where 'unnecessaryDamage' is a damage dealt beyond the point of death.
The system above is abuse proof. Healing the creature would not have any effect since the base damage is a damage dealt till creature death. The second thing is that a burst causing -700HP points will have no impact since only damage dealt before the point of death is significant.
In general sharing experience points according to damage dealt is the best solution. Everyone gets as much as they should and there's no room for the abuses. What's more it encourages team work. You can hunt a powerful creature with friends and you share exp according to your input in killing it.
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Sharing exp by damage would prevent group-exping of less damage oriented chars. like doctors, sneakers, etc. I would preffer simple equal sharing.
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Sharing exp by damage would prevent group-exping of less damage oriented chars. like doctors, sneakers, etc. I would preffer simple equal sharing.
+1
Equal sharing its much more better for common use, it will support all kind of alts and this mean more players interactions.
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Sharing exp by damage would prevent group-exping of less damage oriented chars. like doctors, sneakers, etc. I would preffer simple equal sharing.
Well, it would be unfair if they got experience just for standing still, doing nothing. You may say they would help somehow? But they don't have to. They may as well do nothing , just keep out of troubles and get as much exp as others according to this method of sharing exp. Although this solution potentially could be allowed for NPCs followers, it is not acceptable in any way for players characters IMO.
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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 )
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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.
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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.
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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.
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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.
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.
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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.
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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.
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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).
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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