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
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