fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 23, 2024, 06:58:57 am
  • Welcome, Guest
Please login or register.

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

Author Topic: party EXP  (Read 1692 times)

party EXP
« on: May 06, 2011, 01:06:59 pm »

i think it would be nice to have some bonus % for exping in party ( with other players not with mercs).
I do not know, mayby additional 5% for each killed npc/creature for each party member above 1.

So still exp is dedicated only to player who made a final shot but that exp amount will be raised for 5% for each party member above 1?

It would encourage players to travel with others.

How do you think?
Logged

avv

  • Offline
Re: party EXP
« Reply #1 on: May 06, 2011, 01:18:11 pm »

Agreed, it'd increase actual multiplaying but on the other hand, everyone ends up in lvl21 eventually and after that exp is useless. This would also support powerlevelling alts.
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: party EXP
« Reply #2 on: May 06, 2011, 01:36:54 pm »

5% aint that much... so i agree
Logged
Re: party EXP
« Reply #3 on: May 06, 2011, 01:43:53 pm »

I am for every encouragement of actual multiplayer. Although this can be done much better. Simple sharing of each killed monster exp for each party member with complete experience rising with group size. like this:
1 char kills centaur char gets 650 exp,
2 char group kill centaur each char gets 400exp,
3 char group each 300,
4 char group each 250, and so on.....

this would allow noncombat specialist to exp easily (doctors, sneakers, thieves, crafters) with their party
no 21 lvls would be interested in this. They would only steal exps from lower levels.
It would encourage ad-hoc assembled exping parties of previously unknown individuals.
Logged
Kill them all and let the god sort them out.

Surf

  • Moderator
  • это моё.
  • Offline
Re: party EXP
« Reply #4 on: May 06, 2011, 03:51:18 pm »

It has been suggested numereous times, but yes, it's a good idea. It's on the to-do list, IIRC.

Graf

  • Moderator
  • "Next Day" developer
  • Offline
Re: party EXP
« Reply #5 on: May 06, 2011, 05:27:18 pm »

In my opinion, the best decision for exping in general (and party exping in particular) is something like that:

Player X hits Creature Y for Z health points -> Player X immediately gets №XP (where № is maximum XP that player can get if the Creature Y will be killed, divided by the amount of damage dealt to the Creature Y). Same goes for each next Player joined the fight with the Creature Y.

This way every Player will eventually get as many XP, as much damage he dealt. It's just a simple logic - you shouldn't finish something to get some experience. Yes, you'll get less experience, but something is still more than nothing.
« Last Edit: May 06, 2011, 05:30:06 pm by Graf »
Logged
Re: party EXP
« Reply #6 on: May 06, 2011, 05:39:42 pm »

I think it would be better just being split evenly amongst the party. Otherwise we'll get weird situations of people deliberately holding back so that the weaker guys can shots in etc, which to me just seems stupid. Powerlevelling is going to happen regardless - if not with group XP sharing, then with people giving low characters incredible gear, etc. I think a better solution to that would be to eventually make it so encounter critters aren't a viable source of XP anymore, in favour of designated PvE areas/quests/domination battles, where it's a lot easier to control what levels that go on. Big PvE dungeon quests that turn you away if you're over level 10, for example.

Edit: Fleshed out non-combat roles would be nice too. I want medics electrocuting the non-exploded dead back to life. And I know how stupid everyone thought it was, but I would've loved a healing needlegun just to give combat medics a pointedly different role. And Leader builds that provide combat bonuses for other players, not just a horde of mercs. Sorry, totally offtopic.
« Last Edit: May 06, 2011, 05:46:32 pm by Badger »
Logged
Pages: [1]
 

Page created in 0.054 seconds with 22 queries.