Author Topic: Progression Points system  (Read 638 times)

Azuros

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Progression Points system
« on: January 20, 2005, 06:45:20 pm »
Hi!  Hummm I don\'t know if someone has already think to this (i did check but i didnt find...), but I have a very good idea for a more realistic and interresting PP system.

I just want to say that I basically find the system is very different and great, but something is missing....

... and this something could be this:  what if more you KEEP (different from having) PP, more xp it would take to have a PP.  In real life that would mean, more you have progression possibilites, more it is hard to progress without training yourself.

Example:

I have 0 PP.  It takes 200 xp to get 1.  I get 200 xp, so now I have 1 PP.  To have a second PP, now I\'ll have to get 220 xp (with n = (n-1)*1.1).

Say now we have 4PP, to get 5 it would take 293 PP; to get 10: 472xp; 25: 1970xp; 50: 21344xp

Suppose that we have 13 PP and we train mining for 4 PP;  after this, we will have to get 472 xp to have an additionnal PP (i just want to be clear about the system...)

Then, player would have advantage to use his PP as often as he can and try to not cumulate them as possible.  So, people won\'t spend a whole day to stand in front of a monster and cumulate PP: he would have to vary what he does.  This would make player more actives.

So, what do u think about this?

 

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Diamondcite

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« Reply #1 on: January 20, 2005, 06:59:15 pm »
Well.. it does sound kind of interesting and may work very well in the future, but won\'t this still allow a player to visit the trainer ever 3-6PP and spend it to let them level up as quick as possible?

My mind seems to be missing marbles.. wondering if a skill should become harder to train as it gets stronger.. maybe need more practical experience for a higher level?

As another side note, changing zones takes alot of memory, it isn\'t very fun to have to go between sewers and hyldaa over and over again repeatedly just to spend my earned pp as soon as possible.

While on the flip side, this might contorl power leveling and spawn camping as after a certain point camping at the spawn will simply take too much time.
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Merdarion

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« Reply #2 on: January 20, 2005, 07:11:37 pm »
It actually does so.

At swordlevel 3, it is enough to kill a single rat.

at 13 it takes 5 gobbles.
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Azuros

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« Reply #3 on: January 20, 2005, 07:13:09 pm »
A goal of my system is that even if a player finds a tricky way to gain PP fastly (to not say \"illegally\"), this system will dissolve its efficience.

And yes you would have to use often your PP and not cumulate too much them; thats the goal.  But if you want to cumulate, you can, but it has a cost!
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Azuros

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« Reply #4 on: January 20, 2005, 07:15:04 pm »
Merdarion, what you talking about is practice, after training.  What IM talking about is PP FOR therical training :) thats a big difference :)
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Darakus

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« Reply #5 on: January 20, 2005, 07:20:13 pm »
he\'s talking about experience given for critters killed which becomes less and less the stronger you become.

This said I do not like your PP system, it might be good and well for a fighter but a mage has to spend 16 PPs for the theoritical training in one way, with your system he would need to directly go to bigger critters which would not be practical.

I\'d rather have a system where PPs acquired by combat could only be spent on a combat ability than a system where experience values to gaing PPs would grow in an exponential way.

Diamondcite

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« Reply #6 on: January 20, 2005, 07:22:59 pm »
Interesting... sounds like a good idea
All you need is a proper equation to calculate the needed exp, prefferably it\'ll be balanced and fair and nothing absurd?

The more I think about it the more appealing it sounds, but I have no idea where exp calculation code is. ;)
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Merdarion

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« Reply #7 on: January 20, 2005, 07:41:17 pm »
Quote
Originally posted by Diamondcite
maybe need more practical experience for a higher level

The meaning of this is rather obvious.

Well yes your idea seems thought well.

I cant think how knowing how to pick out a rats eye help you to learn azure.
I want to be a flame, to crumble to ash, but never ever burnt.

I want to rise higher, rise up to the heavens, but sink, just sink down deeper and deeper into nothing,

I want to be an angel, a chosen, a devil, but I am just a creature that ever wants what it wont get.


Azuros

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« Reply #8 on: January 20, 2005, 08:17:09 pm »
This said I do not like your PP system, it might be good and well for a fighter but a mage has to spend 16 PPs for the theoritical training in one way, with your system he would need to directly go to bigger critters which would not be practical.
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Yeah this is something we should take in consideration... I didnt think about that... at this time, theoritical training is very unbalanced for mage, in part because trias are very hard to acquire and in other part because to gain PP, mages has to be able to kill monsters (and then have fighting abilities....)  I know it because I\'m a mage.  And I had the chance to team up with a friend of mine who is 100% fighter oriented.

Saying that, there should be many other ways to gain experience than by combat.

Now i\'m thinking about it and im not sure that the actual system is as good as I think it was...

I see three solutions: two which include my system and another one:

1: Everything we can do can potentially gives experience: combat, successfull casting, healing, making potions, training animal, quest, whatever you can do with your skills.  Because now you have to use fighting abilities to gain xp (or you have to make damage to monster...)  So lets apply this to everything. So every character will have a chance to gain PP the way he wants.  One big disavantage: balancing.

2: Change and restrict the way we gain xp: no more by combat with comparaison of how many % of HP you damage the monster.  Now the only thing that count is use skills.  

3: No more xps, no more PP; We just pay for training a part of a skill at time and then practice to gain the skill.  BUT, training cost (or number of training) should increase with the skill value; practice should increase a lot.  Maybe here you could only train one skill at time but I really dont know.  This solution is because XPs and PP way to evolve is in conflict with the theorical/pratice way (which is very very good).

maybe what I propose make non sense; its a brainstorming :)
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