Author Topic: Monster EXP  (Read 4076 times)

Xordan

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« Reply #15 on: September 29, 2003, 04:46:17 pm »
Yes, a exp cap would work. So monsters in a newbie zone would have a low exp cap so it would be hard but not impossible for them to be killed.

Moogie

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« Reply #16 on: September 29, 2003, 06:13:16 pm »
Quote
Originally posted by Nikech
I think they could also pick up items found on the ground and take them to their lair.



I think this is a great solution for the \'litter\' alot of game worlds collect with alot of monsters and players dropping items through dying. Veteran players would know the location of monster lairs and make frequent visits to kill the monster and see what goodies it had collected in its lifetime.

New players, having lost a few items, could ask veterans to escort them to the lair so that they might retrieve their lost items. In this case, the veteran is there simply to kill the monster and help the weaker character.

Xalthar

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« Reply #17 on: September 29, 2003, 06:31:44 pm »
Quote
Originally posted by Mogura
I think this is a great solution for the \'litter\' alot of game worlds collect with alot of monsters and players dropping items through dying. Veteran players would know the location of monster lairs and make frequent visits to kill the monster and see what goodies it had collected in its lifetime.

New players, having lost a few items, could ask veterans to escort them to the lair so that they might retrieve their lost items. In this case, the veteran is there simply to kill the monster and help the weaker character.


Yes, I\'d like to see this in the game very much... :) IMO It gives more atmosphere to the game. And gives the virtuous a chance to increase their goodie-too-shooes skill :rolleyes: :P
« Last Edit: September 29, 2003, 06:31:56 pm by Xalthar »

Xordan

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« Reply #18 on: September 29, 2003, 06:59:32 pm »
lol, or take the newbie to the cave, get his stuff, and run off with it, and he can\'t do anything about it.  :D  :D  :D
ahh, I love being mean.

Waylander

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« Reply #19 on: September 30, 2003, 03:46:20 am »
I love the dragon hoarding Idea its great, and the exp cap too.
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Nikech

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« Reply #20 on: September 30, 2003, 11:09:21 am »
Quote
Originally posted by Mogura
New players, having lost a few items, could ask veterans to escort them to the lair so that they might retrieve their lost items. In this case, the veteran is there simply to kill the monster and help the weaker character.


I like this idea too. The new players could also help the veterans carry the stuff back to town and get some of the items for helping them.

About the exp cap, I think too that also bosses should have an exp cap, but much higher than normal monsters. The exp could be a symbol of status for the mobs, the leaders would be the ones with the most exp and the others would follow them. The more exp a monsters have, the more followers they could have, of course there should be a limit for the amount of followers too.

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Xalthar

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« Reply #21 on: September 30, 2003, 03:40:30 pm »
Quote
Originally posted by Nikech
about the exp cap, I think too that also bosses should have an exp cap, but much higher than normal monsters. The exp could be a symbol of status for the mobs, the leaders would be the ones with the most exp and the others would follow them. The more exp a monsters have, the more followers they could have, of course there should be a limit for the amount of followers too.


Yes, I would like to see something similar to this.. :)

elscouta

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Auto-regulation or old monsters
« Reply #22 on: September 30, 2003, 06:20:16 pm »
I see too idea to avoid a lvl cap:

***idea 1***
And why not an auto-regulation by monsters of their huge leader? Monsters can attack themselves and recover slowly so if a monster gets mad and kills every other monster (and newbie :D), he will of course win exp but lose hp. When a monster is too huge for the place where he is, others monsters make an union to wipe the huge one.

Why it is realistic:
 only \"intelligent\" monsters can win exp. If they are enough wise to understand from their win, they are enough wise to ally to kill another one.
 And it can be funny if a player see a lvl 50 monster fighting 25 others lvl 5 monster then try to go away without being seen :D

Why it is fair:
  Monsters will never grow to much. If you encounter a huge monster, that\'s just bad luck, or you should have a rogue in your team to see if there was a powerful monster before rushing.

***idea 2***
  Monster can become old. When they are alive for a fixed time, their strength/tougness slowly decrease until they die.

Why it is realistic:
 That\'s the way the life work. First you are weak then strong then weak then dead.

Why it is fair:
  Monsters will never grow to much. If you encounter a huge monster, that\'s just bad luck, or you should have a rogue in your team to see if there was a powerful monster before rushing.

Maybe the two can be combined with the Nikech idea: monsters live in clan, the more powerful one is the boss, but when he gets old, elite members of the clan want its place so challenge it until he fails.

Or maybe the system can be different for each monster.
Some monster shouldn\'t have exp, other should become old, and others should live in clans
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Waylander

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« Reply #23 on: September 30, 2003, 09:49:24 pm »
And If they get too strong they should move further away from the people
<Jeraphon>oh khado
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Xalthar

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« Reply #24 on: September 30, 2003, 10:21:35 pm »
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Originally posted by Waylander
And If they get too strong they should move further away from the people


hmm... that would remove some of the \"plundering\" mob idea, now wouldn\'t it? :P

Saphire

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« Reply #25 on: October 01, 2003, 03:58:47 am »
i suggest that only certain monsters have no exp cap on them, like a dragon hoarding billions of tria\'s and precious gems.

however, these monsters could be defeated with in a specific chain of events and such. for example if it opens it\'s mouth for awhile you could throw something down his asophogus and hope he chokes on it. :D
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Nikech

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« Reply #26 on: October 02, 2003, 05:51:00 pm »
Quote
Originally posted by elscouta
***idea 2***
  Monster can become old. When they are alive for a fixed time, their strength/tougness slowly decrease until they die.



Both nice ideas, I like the age idea, when the boss dies the others would be fighting for its place.

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Waylander

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« Reply #27 on: October 05, 2003, 09:28:59 pm »
And then after a monster gets high enough lvl it will get a unique item(which the player who kills it gets)
<Jeraphon>oh khado
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Xordan

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« Reply #28 on: October 05, 2003, 09:34:19 pm »
Not unique, but a species item.

Fish

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« Reply #29 on: October 12, 2003, 04:04:20 am »
I?m trying to figure out why monsters getting exp is a good idea.  Why would it improve gameplay and why just spawning stronger monsters in another spot isn?t a better idea.

Generally speaking player characters are not evenly matched with monsters.  In many cases the monsters don?t stand a chance.  If it were evenly matched on you the player characters would wind up dead have the time.  So exactly where are the monsters going to gain experience.  Their created in the computer their purpose to die fighting.

In gameplay having the monster gain experience seems to me to provide no improvement on anything.  Unless you keep tabs on the monster how would you know.  Since the game is provided for peoples playing enjoyment how would the progression of a monster make any difference if you don?t personally keep tabs on it.

The last point is the database actually has to keep track of all of this.  The monster would have to gain experience in a variety of realms in order to really hit the next level just like the player character.  To me this sounds exasperatingly hard to do.  And for what?
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