On Mon, 30 Jul 2001, Alex wrote: >> Group experience gain needs to be altered to both encourage >> grouping (though perhaps survival is encouragement enough) and at the same >> time, discourage newbie-power-leveling by higher characters. >one thing we did with this on VieMud works sortof as follows: > >when grouping, the xp is split by the total number of levels, each person >in said group gets their level multiplied by this result. > >secondly, if all of the people in the group are coming in from different >domains (we went for B classes... ie, '130.15.W.X' vs '223.47.Y.Z'), then >everyone gets a 5% bonus on top of all of that. Multi-play detraction or attempt to get people grouping outside their area? >finally, rather than having a big bonus at the end of the fight, the xp is >actually split by damage. I've been fond of making the XP of the mob 0 at 0 HP, scaling linearly downward from maximum HP/XP. That's what your system does though I doubt it would be changed currently without a bigger overhaul in the process. -- George Greer greerga@circlemud.org -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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