Re: [EXP GAINS] Follow-up

From: Brian (brian@IMI-BOTTLING.COM)
Date: 06/11/98


> -----Original Message-----
> From: Circle Discussion List
> [mailto:CIRCLE@post.queensu.ca]On Behalf Of
> Neal Lahndorff
> Sent: Tuesday, June 09, 1998 5:16 PM
> To: CIRCLE@post.queensu.ca
> Subject: Re:  [EXP GAINS] Follow-up
>
>
> On Tue, 9 Jun 1998, Kyle Goodwin wrote:
>
> > I already fixed my problem, see message above, but thanks
> for the help.
> > One thing tho...SMALL MUDS??  My mud is not small and why
> would you assume
> > that a function can only work on small muds?  I just got
> tired of making
> > new tables for each of my 20+ classes and 60 levels.
> >
> > Kyle Goodwin
> >
> [ deleted ]
>
> A simpler solution is to make a single table with dippy
> titles and then
> make everyone use the same table, adjusted for their class and race
> modifiers, vastly simplifies adding new classes or anything
> else you want
> to do, unless you're really caught up on having unique titles for each
> class.
>
> Neal


I'm currently using a formula, with a base of 4000 exp, modified by race and
class modifiers.  However, there doesn't seem to be a formula that I've come
up with that closely resembles the original stock exp table.  Has anyone
come up with one?  ANy one I try either has the exp way to high for newbie
characters and normal exp for the max level (50), or vice versa (perfect for
newbie characters, but way too low for the high end).

What's a good formula to use?

As it is now, I have to start adding IF/THEN's when they reach certain
levels it adds more modifiers.

 - Brian


     +------------------------------------------------------------+
     | Ensure that you have read the CircleMUD Mailing List FAQ:  |
     | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html |
     +------------------------------------------------------------+



This archive was generated by hypermail 2b30 : 12/15/00 PST