Here are some ideas to how I think current exp calculations could/should be
tuned. I have had a couple of discussions about general and personal tunes and
thank you Juggelo for sharing some information on what has happened about a
year ago with this matter.
I hope my list could give someone some new ideas on how current
general/personal tune on exp calculations could be modified, as it has come
pretty clear to me that system based solely on personal tune cannot work (as
it didn\'t a year ago). Please consider these atleast and see if you can work
them out by combining these or refining these in some way that the current
system could be made better.
1. Make general tune fading time and effect calculated from players status
(mortal/elder/ancient) + players age + level + maybe Total Exp on player. The
Older and more experienced you are the more you are tuned and the slower this
tune effect revives (so that on high levels and lots of days in age would get
the effect as it is in current system for everyone).
2. Make general tune effect calculated only from players upto 10-15 levels
higher than you. Because more experienced players can do almost anything and
everything in the game (and they should because thats why you want to grow)
their doings affect into the lifes of many people. Less experienced players
have fewer options they can do, so making low level players suffer because of
this is not right. This way you would mainly effect to and take effect from
players near your own level range.
3. Give players in a party a \"bonus\" for playing in a party. If
current system applies a combination of general and personal tune so that
general tune is the most effective, change this ratio when partying. The more
the merrier, so more people in a party makes calculations based more from
personal rather than general tune.
4. Ok, maybe idea #3 is pretty stupid and should be ignored.. so here\'s a bit
modified version: Make the general/personal tune ratio change based on
character age+status+level+Totals. A combination of ideas 1 and 3. The bigger
you are the more the general tune kicks in instead of personal.
5. Exclude The First Kill from tunes.. Give untuned exp from mobs you kill for
the very first time (ever) in the mud. Maybe this could be implemented so that
it only affect mobs inside areas (not in outworld) and try to find maybe a
main opponent (or in some cases multiple opponents) in an area which are
included in this functionality, so not all rat hordes in some place give more
exp than they have now. This would be most rewarding when you explore new
areas (new to yourself) and find an interesting mob. With current system that
mob is most likely already raped and you wouldn\'t get rewarding exp from it.
If anything is changed towards this kind of behavior in exp calculating it is
possible that personal tunes need to be tweeked a bit so that exprates do not
explode once again. But if I get less exp because I rape same areas again and
again is acceptable, current system with getting less exp because other
players raping mobs is just basically twisted. Maybe personal tune can contain
same kinds of calculation as I am proposing here on general tune (if they not
already do so, how should I know).
I got the idea that purely personal tune was tried the last time because it
was though to be better than general tune, but it didn\'t quite work. I think
that it still is something worth another try, so I really hope this post could
give atleas one new idea to someone for doing something about current system.
Thank you for listening.
The ideal exp-tune is (IMHO): No personal tune, no general tune. Simply use
the statistics accumulated so far to assign an expworth to the monsters and
then freeze it. So, if a bunny in digga is worth say 126 exp in general tune
now, just let it stay 126 exp from now on and forever.
The ideal exp-tune is (IMHO): No personal tune, no general tune. Simply use
the statistics accumulated so far to assign an expworth to the monsters and
then freeze it. So, if a bunny in digga is worth say 126 exp in general tune
now, just let it stay 126 exp from now on and forever.
How would that work with new monsters which are implemented after this exp-
freeze is in place?
++ Gore
New monsters could have general tune applied to them for a year +/- some
random time period (to avoid conspiracies (every player agreeing not to kill
monster 1 month before expfreeze)).