> Another thing you could do is base the amount of xp that a PC gets by the > level they are. Here is an example: > > Bob is level 10 > Ken is level 20 > Rick is level 30 > Dan is level 40 > > They kill a mob worth 100k xp. > Bob gets 10% of the xp, worth 10k. > Ken gets 20% of the xp, worth 20k. > Rick gets 30% of the xp, worth 30k. > Dan gets 40% of the xp, worth 40k. > > That way, according to levels, they get a certain share of xp. It is a > fair way (in my opinion), to do it. Any comments are urged :) Discourages grouping though. On my MUD I give people 1.4*exp the highest level in the group would get for the kill, divided by the number of people in the group (note that you don't get the *1.4 if you're grouped with yourself). Obviously this discourages large groups, but I'll cross that bridge when we actually HAVE large groups ;-) Thus each person in the group gets 70% of the exp the highest level would get normally (in a group of two), and it seems to work fine. It's not possible to level newbies obscenely fast, because my exp function has an exponential falloff (maybe 80->140 exp for killing relatively low level mobs for the first 4 levels, 1k exp per level instead of the normal circle exp), so it's more efficient for two newbies to group, or for a newbie to solo, than to group a high level with one. Chris _____________________________________________________ "A double-edged sword lets you cut down your enemies with the backswing as well." -- Gerrard of the Weatherlight ----------------------------------------------------- Check out Dominia Mud, on snafu.net.au 3333 Or my homepage: http://yoyo.cc.monash.edu.au/~cjp +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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