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Dynamic Xp

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1999 Topic Index

Posted by Riptide on 01/20

Would it be possible to have the system judge how hard the mob was for the player to fight and then adjust the xp that player gets for the kill accordingly? That way, instead of having to go through and adjust the xp level of every mob, you could just go through and adjust the way the system determines the difficulty of the mobs. In that sense you could have a con fighter attacking say mob A. It is easy for that con fighter to kill with headbutt..etc/relatively little life is lost and such and player A gets say, 20k xp. Then player B comes... player B is str and he looses a lot and the mob is very 'hard' for him. Instead of also getting 20k player B gets an adjustment to say 35k. I don't know exactly how level of difficulty could be determined, but I'm sure there are a few characteristics that could be taken into account... ie: amount of hps the mob inflicted amount of hps you inflicted amount of mana used.. which skills a player/mob used level of player/mob ..etc It would require a lot of fine tuning and such but then when fight system changes go in in the future or some other change, the xp would merely be dynamic rather than adjusting each mob, a adjustment of one of the above characteristic's contributing factors could be done. Just an idea. probably too hard to do though Riptide - a wanderer of the deep

From: Heero Wednesday, January 20, 06:21PM

This reminds me of another mud I used to play on. Xp you received was based on the damage you did to the mob x the level of the mob (ie) lvl 2 dog, 20hps = 40xp just a thought

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1999 Topic Index