**Next message:**Sergio Ricardo Ferreira Macedo : "quit = autorent = recall free"**Previous message:**Steppin [MOF][DUMF]: "AFF bits"**In reply to:**Eric Pilcher: "well my exp thing. (fwd)"**Messages sorted by:**[ date ] [ thread ] [ subject ] [ author ]

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

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