Re: well my exp thing. (fwd)

From: Mr. Wizard (jsbarrow@husc.harvard.edu)
Date: 07/24/94


On Wed, 20 Jul 1994, Eric Pilcher wrote:

> > 
> > what i did was this....now i have less exp.
> > 
> > 1.  get exp for damage.
> > 2. add all of groups levels.
> > 3 exp gain = group_gain/num_of_levels * GET_LEVEL(ch);
> > 
> > so a 30, a 25, and 1 would be a grtoup of 56 levels...
> > ws the 1st level woulg get 1/56 of group exp, the 30 would gert 30/56 etc...
> 
> A lot of muds use this same equation, and it's fine to an extent.
> All of these muds have the same exact problem: 

Actually two problems in my opinon.

1.  Does not prevent huge level jumps (explained below by Eric).
2.  Give a linear exp division on a non-linear level system.

As a solution to the second problem, I would reccomend something like the 
equation I gave you, or the equation Muse gave you from IO.  Both work 
similarly.  The one above is nice and simple, but in my opinion it could 
be improved.
 
> MOB's EXP:  560000
> 
> 1/56 * 560000 = 10000 EXP to the level 1 player (wow, he's level 4 already).
> 
> Okay, the exp cap explained once more:
> 
> MAX EXP GAINED = (MIN EXP FOR NEXT LEVEL - MIN EXP FOR CURRENT LEVEL) / INT
> 
> where INT is minimum number of mobs that a character must defeat before
> moving on to the next level.  The larger this number, the longer it
> takes to level.
> 
> This is Ryan's idea, and so far is the best I have seen.

This is exactly the idea I told you a few months ago.  I reccomended that 
INT = 25 or more (because I am harsh hehe), but even as low as 10 it 
makes for a reasonable cap.  The important part being that the cap is 
level based, not just a universal 100k cap.

> -Eric

Joshua Sky Barrow



This archive was generated by hypermail 2b30 : 12/07/00 PST