VampLestat explains: | On Mon, 18 Jul 1994, Mathue Moyer wrote: |> One fairly common approach that, at least in my opinion, works rather well is |> to change how exp is split for a group kill. Add up the levels of all the |> groups members (in the room), and divide the exp to be gained by the total. |> Then each person receives a portion of the exp proportional to their level. | | The only problem with this is when people mortally wound something, or | bring it down to VERY low XP, and then leave the room for the other | character to finish off. Used to do this with ancient trees all the time. | | There should also be a hard xp gain cap based on level. Hmm.. I'd actually forgotten about that myself... One solution is to simply change when MOBs die - have them kick off anytime they go below 0 HP, so there is no 'mortally wounded' stage. While this would keep an occasional mob from making a spectacular come-back after 'getting a tick', it'd also keep ppl from mortalling mobs for other players (and keep newbies from those embarrasingly long "won't-it-ever-die" fights :). Of course, players should still die at -10 or less - someone MIGHT heal them, but I've yet to see a mob get healed once they've been mortalled (disregarding 'restores' from malicious Gods... ;) Just an idea.. Danny +---------------------------------------> | Danhiel Baker // Derkhil CatSpawn /) /) Fade away | dbaker@dcs.uga.edu ( o o ) into the | dbaker@jb.ucns.uga.edu = x = ethereal grey... | Work: 542-0123 Pager: 369-2781 m m +--------------------------------> ***(=======-
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