Jeff "Teker" Fink wrote: >> >>"Mr. Wizard" <jsbarrow@fas.harvard.edu> writes: >>> 1. Removing the numbers side to the game. [STUFF DELETED] >>> 4. Incorporate a trophy system into the experience system. >>> >>> Far too often people find mobs which are the easiest to kill for the most >>> experience and then kill them over and over and over and over and...well >>> you get the picture. I trophy system keeps track of the number of kills >>> for each mobile and reduces experience awarded after a certain number of >>> kills. The percentage doesn't have to fall from 100% to 0%. It can be >>> reduced incrementally. >>> >>> This seems realistic to me. How much experience can you gain after >>> killing a giant for the fiftieth time? Should it become old hat after a >>> while? >> >>Are you keeping track of number of kills per mobile per person? I can >>see this getting out of hand if you keep track on a per player basis >>(just the memory alone), and some mobs you want people to kill over and >>over... like fidos and other easy first level mobs. >> >>-Jeff >> Take a look at MUME, There they have the trophy system and it works fine. When you kill a mob the second time you get about 80 % of the xp's, and when killing a third it gets lower..... Works fine. In MUME they also have 'tp', travel points. When travelling in land unknown for you, you get tp's for it, and when advancing a level you must have a certain amount of tp as well as xp. It force the players to 'travel the world'. Give it a try: lbdsun4.epfl.ch 4242 Mvh Ake Jonsson -- _ \\\\ ?!?!... /_\ University of Skovde, Sweden (o o) _____ __ ____ ()() +-+-+oOO-(_)-OOo+-+-+ / _ \ | | __ ____ | | ____ ____ | |_|_|_|_|_|_|_|_| | ____ / /_\ \| |/ // __ \ | |/ _ \ / \|/ ___// ___/ _ \|/ \ / | \ <\ ___/ sv0akejo@ida.his.se | \\___ \ \___ ( <_> ) | \ \____|__ /__|_ \\_http://www.his.se/ida/~sv0akejo___ >____ >____/|___| / \/ \Stora\Bergsgatan 13 A 545 33 Toreboda\/ \/ \/ +46 (0)506-10385
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