Re: [crossfire] exp loss changes

2011-10-13 Thread Mark Wedel

On 10/12/11 10:04 PM, Rick Tanner wrote:


On that page, in the notes, I mention that level loss will not
result in loss of AP - rather, it just means that it will take
longer before they get any new ones.


Very interesting.


With such a method, I was thinking that instead of decreasing exp
from the player total, instead add a new field like exp_penalty or
  exp_loss. When a player dies, that field is increased by
appropriate amount- exp_loss += (exp - exp_loss) *
death_penalty_ratio.

Then, any earned experience after that point gets applied to
exp_loss first, and only when that is zero, does exp get applied to
normal total.


By chance could some of this exp loss by death or drain be regained
through quest items/rewards or other in game mechanics?


 I didn't initially think about that, but yes, this would allow that to happen.

 A problem right now is there is no way to know how much exp a character has 
lost through death/draining.  As such, there is no way to restore it - if you 
give a character 10,000 exp, that is just 10,000 exp, which means if the 
character has not lost exp, that is just a bonus.


 But by tracking loss, one could basically do something like exp_loss -= 1; 
if exp_loss  0 exp_loss=0;


 So things like quests, potions, spells, etc, could reduce that field, but if 
that field is already 0, they gain nothing.  One could think of this to the 
restoration spell in ADD - it is used to regain lost levels, but doesn't give 
the character exp.


 So in crossfire, one could have expensive potions to get back that lost exp. 
This would make monsters that do drain attacks much less annoying than now - it 
might cost a fair amount of platinum to get that potion, but at least you could.


 Having spells that do it would probably not work, as it would just be too easy 
for players then.  But potions, scrolls, praying at altars, etc, would seem to 
be possible solutions - and of course, there is nothing that they would have to 
restore it all - maybe they reduce it by 50%.  One could repeat that many times 
and get the number closer and closer to zero, but still never get it to zero by 
that method.

___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire


[crossfire] skill/class cost table

2011-10-13 Thread Mark Wedel


 Following up on:

http://wiki.metalforge.net/doku.php/user:mwedel:skills

 I've made up:

http://wiki.metalforge.net/doku.php/user:mwedel:skill_classes

 Which goes into a bit more detail on costs - mostly because I got to the point 
where I started to need to know that information to progress on work of the system.


 That is only a first pass (as noted on the page), but I don't see any reason 
not to share it - other folks can make suggestions even at this point.


___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire



Re: [crossfire] exp loss changes

2011-10-13 Thread Mark Wedel


 Just a note on this - changing it as suggested does effect permanent 
experience in a subtle way.  Right now, experience you earn after losing 
experience still goes towards permanent experience.


Suppose a situation where a character has 100,000 experience and has not died. 
Permanent exp is set at 20%, and a character loses 10% of exp on death.


 In the old system, character would have 20,000 perm exp.  He dies, goes to 
90,000 exp, and as he regains that 10K exp, he gets permanent experience for it, 
so when he is back at 100,000 (assuming no more deaths), his permanent 
experience is now 22,000, since that goes up on all exp gain.  If the character 
is constantly dying, eventually he'll get down to his permanent exp total, at 
which he could slowly level up just by permanent experience.


 Under the suggested system, a characters would be limited to having an exp 
loss of 80% of total, or 80K.  The character dies, his exp loss is 10K.  If he 
gets to 100K again and dies, this could repeat forever - he will never get to a 
point where he is down to his permanent exp total.


 One way to work around this is that if a character has an exp loss, and 
permanent exp is in place, when they regain it, some of it goes to his total.


 Taking the above example, character dies.  His exp total is still 100K, but he 
has 10K in exp_loss, so effective experience is 90K.  He regains that 10K - 20% 
(2K) goes to his total, and 80% (8K) goes to the exp loss, so at the end, he has 
102K total exp, and 2K exp loss - his effective total is still 100K, but he has 
not worked off all his loss.


 I think this would pretty closely match the permanent exp thing as is now. 
Since his real exp is slowly going up, the cap of his exp loss is also slowly 
going up.

___
crossfire mailing list
crossfire@metalforge.org
http://mailman.metalforge.org/mailman/listinfo/crossfire