PlaneShift

Gameplay => Wish list => Topic started by: Araye on March 06, 2007, 11:41:37 pm

Title: Experience Point Modifier
Post by: Araye on March 06, 2007, 11:41:37 pm
I sure hope this hasn't been suggested yet...   :-[

I think the experience points awarded for doing ANYTHING should be divided by a factor representative of the total number of times the anything has been performed in the past.  In other words, someone that has killed 2,000,981 gladiators would not receive as much experience as someone who has just killed a gladiator for the first time.

The reason?  Because the person who has just killed his 2,000,981st gladiator hasn't learned anything; they haven't gained any experience.

I know this puts a wrench in the whole "progression point" methodology and "experienced" players would never gain PP for doing something that is routine to them.  But then again, I think this idea solves a lot of the "complaints" people have of power levelers. 

Araye

get ready to flame in 3, 2, 1.....
Title: Re: Experience Point Modifier
Post by: zanzibar on March 06, 2007, 11:56:08 pm
It would mean that after a while, it would be impossible to gain enough PP's to do anything useful in terms of training.  Also, it makes sense to learn through repetition -- as you get better at something, you start thinking of it in different ways and you start to concentrate and work on different and more complicated aspects of the same activity.  So since you're working on more advanced levels of skill, it's fine to gain PP from doing the same thing you've done many times before.
Title: Re: Experience Point Modifier
Post by: emeraldfool on March 07, 2007, 12:16:33 am
Zanzi's right.

The gladiators don't matter. If the PP system made any sense (which it doesn't, but that's a different matter), then killing the same gladiator in different ways (e.g. you've just learned a few new sword-fighting techniques you're itching to try out on your favourite Arena sparring partner [Swords lvl 19 -> Sword lvl 20]) can be just as fulfilling as sword-fighting with a trepor instead.

It also wouldn't make sense logically, because it would mean that as you gain levels you need more experience to progress, but actually get less. Meaning it could turn into a real chore to get to a point where you'd be able to cast, say, 'healing flash' (Crystal level 80)
Title: Re: Experience Point Modifier
Post by: bilbous on March 07, 2007, 06:24:48 am
It might be feasible if time spent in-game generated xp just for being actually in the game.
Title: Re: Experience Point Modifier
Post by: Araye on March 07, 2007, 03:00:11 pm
Emerald ans Zanzi:  I see what both of you are saying, but I also think the new attacks learned would be covered under weapon skill progression.  And gladiators where used as an example of a mob.

I tend to revert back to solutions to role play problems from pen and paper games.  As a DM, I would have never given the same experience award for killing the same type of creature.  But I was also able to award for things like damage taken, creative attack strategies, teamwork, heroism, and the like.  Thinking back on it now, I think the more experienced role player was able to gain even more experience than the new player, even though s/he didn't receive as much experience for the death blow.

So I guess what I'm saying is, it balances out in the end and I've changed my mind about the experience point post.

Araye   :innocent:

Title: Re: Experience Point Modifier
Post by: Zan on March 07, 2007, 03:15:20 pm
From what I gather what you are trying to implement already exists in another form.

Progression is already made harder by requiring more and more PP's with every increasing skill level. I don't see the difference between that and what you're suggestiong .. I also don't see a reason to include this twice :P
Title: Re: Experience Point Modifier
Post by: Araye on March 07, 2007, 06:48:47 pm
I said I agree with you...   ;D

What more should I say?  I was wrong.  This has been accounted for.  No need for this thread.  Please Lock.  ...