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BatMUD Forums > Ideas-wanted > Re: Exptune

 
 
#1
21 Sep 2003 13:18
 
 
How about considering that cloned mobs would tune according their number.
Let's say that area has 20 mobs with same filename or whatever that causes
them to get tuned expwise quite quickly. It seems a bit silly that one can't
finish the area without tuning the mobs in to ridiculously crappy tune.

It would sound quite reasonable that one could finish the area, and last
cloned mobs could be, hmh, let's say 25% of their expworth and the tune would
rise accoring the mobs size - the bigger the faster - and for example 10k mob
would regain its expworth in maybe 2 days.

Just a hangoverish thought.

++C



 
 
 
Calath
1y, 6d, 22h, 34m, 18s old
Level:
45
 
 
#2
21 Sep 2003 13:18
 
 
Quote:
How about considering that cloned mobs would tune according their
number.
Quote:
Let\'s say that area has 20 mobs with same filename or whatever that
causes
Quote:
them to get tuned expwise quite quickly. It seems a bit silly that one
can\'t
Quote:
finish the area without tuning the mobs in to ridiculously crappy tune.
Area x has 20 \'Guard\' -type monsters. 5 of them are easily
achievable, while 15 of them are behind some secrets and/or locked doors.


Results: People kill only these 5 guards, getting excellent exp all the
time.

(Ok, this is not a problem in all areas but it will be hard to control
which clone monster was killed with this kind of system. And if you can
really separate them then it\'d be easy to make the tune affect each one
individually, right? :) )

 
 
 
Nargar
1y, 50d, 16h, 33m, 27s old
Level:
80
 
 
#3
21 Sep 2003 13:35
 
 
Quote:
How about considering that cloned mobs would tune according their
number.

Here\'s one way experience could be calculated:

exp = (base_exp * A) / (A + kill_count)

I don\'t remember if I ever submitted this, but I was toying with the
idea about a year ago. I didn\'t hink that kill_count would ever be
\"aged\", as it is now (so that you get more exp again after a while),
but otherwise it was pretty close to what we have now.

The value A would need to be set for each mob type though, which is what I
think we are lacking now. For instance, bunnies could have an A value of
1, meaning you would get significant exp for the first kill, but you the
exp would dwindle to pretty much nothing after that. Same thing for
certain big mobs that people are only supposed to kill a few times.

Other mobs could be the \"bread & butter\" of the MUD and have fairly
large A value (say 100). The given experience still approaches zero as you
kill more and more of them, but the rate of decline is much lower.

Unfortunately a slow rate of decline wouldn\'t keep players moving
within one day, so I think the existing \"quick tune\" is also a good
system. You could layer two exp calculations on top of each other, one of
which would adjust daily exp and the other one which would adjust long
term exp:

exp = (base_exp * A * B) / ((A + kill_count) * (B + short_term_count)

Kill_count never decreases and short_term_count is eroded just like in the
current tune. You can use both A and B now to determine how exp behaves. A
now controls the long term curve and B controls the short term curve.

 
 
 
Tiga
38d, 13h, 7m, 19s old
Level:
51