Re: [crossfire] Permanent Experience

2020-08-18 Thread Preston Crow

On 2020-08-18 03:18, Robert Brockway wrote:

On Mon, 17 Aug 2020, Preston Crow wrote:

When you earn experience, it gets added to your regular experience 
(up to the maximum), and some percentage (default 50%) added to your 
permanent experience.  When you die or are drained, your current 
experience never drops below the permanent experience.


My proposal is to instead of tracking permanent experience, track 
total experience.  This means applying the permanent ratio (50%) to 
the total when using it instead of when adding to it.


Mathematically it's all the same, but the change eliminates rounding 
errors.  It also would in theory let you change the permanent 
experience ratio on a server, though I see no value in that.


My biggest concern is that there are ongoing changes for a Soul Blade 
artifact where the object gains experience, and I wouldn't want to 
mess that up without some degree of coordination.


Thanks for explaining that Preston.  My only suggestion would be to be 
mindful that some people (like me!) modify the default settings.  I 
can't see how this would be an issue but I'll paste the relevant 
settings I use:


stat_loss_on_death false
balanced_stat_loss false
permanent_experience_percentage 100
death_penalty_percentage 0
death_penalty_levels 0

As you can see I've eliminated most of the penalties for death.  I run 
a child friendly server which is very forgiving of mistakes. I've 
turned down 'death penalties' for both Crossfire and Minecraft and 
we've found that players (adults and children alike) still take 
character death seriously and try to avoid it.  IE removing the 
penalties did not appreciably modify player behaviour.  I suspect most 
people seem to view character death as a personal failure regardless 
of whether the game imposes a penalty or not.


Thus character death on my server involves depleted stats only. For 
most cults some in the temple will sort that out.



That's fascinating.  And no, my changes wouldn't impact that at all.
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Re: [crossfire] Permanent Experience

2020-08-18 Thread Robert Brockway

On Mon, 17 Aug 2020, Preston Crow wrote:

When you earn experience, it gets added to your regular experience (up 
to the maximum), and some percentage (default 50%) added to your 
permanent experience.  When you die or are drained, your current 
experience never drops below the permanent experience.


My proposal is to instead of tracking permanent experience, track total 
experience.  This means applying the permanent ratio (50%) to the total 
when using it instead of when adding to it.


Mathematically it's all the same, but the change eliminates rounding 
errors.  It also would in theory let you change the permanent experience 
ratio on a server, though I see no value in that.


My biggest concern is that there are ongoing changes for a Soul Blade 
artifact where the object gains experience, and I wouldn't want to mess 
that up without some degree of coordination.


Thanks for explaining that Preston.  My only suggestion would be to be 
mindful that some people (like me!) modify the default settings.  I can't 
see how this would be an issue but I'll paste the relevant settings I use:


stat_loss_on_death false
balanced_stat_loss false
permanent_experience_percentage 100
death_penalty_percentage 0
death_penalty_levels 0

As you can see I've eliminated most of the penalties for death.  I run a 
child friendly server which is very forgiving of mistakes.  I've turned 
down 'death penalties' for both Crossfire and Minecraft and we've found 
that players (adults and children alike) still take character death 
seriously and try to avoid it.  IE removing the penalties did not 
appreciably modify player behaviour.  I suspect most people seem to view 
character death as a personal failure regardless of whether the game 
imposes a penalty or not.


Thus character death on my server involves depleted stats only.  For most 
cults some in the temple will sort that out.


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Re: [crossfire] Permanent Experience

2020-08-17 Thread Preston Crow

On 2020-08-17 12:44, Kevin Zheng wrote:

On 8/14/20 12:32 PM, Preston Crow wrote:

I'm interested in changing the server to replace tracking of permanent
experience with tracking of total experience.  This would work out to be
almost exactly the same, except it eliminates any rounding.  For
example, if you had some skill (say hiding) that always gave out 1xp at
a time, you would never be able to have permanent experience exceed 50%
of the high-water mark on current experience (or whatever percentage
threshold you're using).

I have this working on my Crowcastle server, but I want to clean up the
patch a bit before pushing it, and I want to check if anyone has any
objections to this design change.  I'll have it so that if it loads a
character with perm_exp, it will adjust it up to the total_exp value
that gives the same effective perm_exp, so it should be a transparent
upgrade.

I'm not very familiar with how permanent experience is currently
tracked, but it sounds like you're familiar or have worked it out.

Would you mind briefly explaining how the current system works?


When you earn experience, it gets added to your regular experience (up 
to the maximum), and some percentage (default 50%) added to your 
permanent experience.  When you die or are drained, your current 
experience never drops below the permanent experience.


My proposal is to instead of tracking permanent experience, track total 
experience.  This means applying the permanent ratio (50%) to the total 
when using it instead of when adding to it.


Mathematically it's all the same, but the change eliminates rounding 
errors.  It also would in theory let you change the permanent experience 
ratio on a server, though I see no value in that.


My biggest concern is that there are ongoing changes for a Soul Blade 
artifact where the object gains experience, and I wouldn't want to mess 
that up without some degree of coordination.


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Re: [crossfire] Permanent Experience

2020-08-17 Thread Kevin Zheng
On 8/14/20 12:32 PM, Preston Crow wrote:
> I'm interested in changing the server to replace tracking of permanent
> experience with tracking of total experience.  This would work out to be
> almost exactly the same, except it eliminates any rounding.  For
> example, if you had some skill (say hiding) that always gave out 1xp at
> a time, you would never be able to have permanent experience exceed 50%
> of the high-water mark on current experience (or whatever percentage
> threshold you're using).
> 
> I have this working on my Crowcastle server, but I want to clean up the
> patch a bit before pushing it, and I want to check if anyone has any
> objections to this design change.  I'll have it so that if it loads a
> character with perm_exp, it will adjust it up to the total_exp value
> that gives the same effective perm_exp, so it should be a transparent
> upgrade.

I'm not very familiar with how permanent experience is currently
tracked, but it sounds like you're familiar or have worked it out.

Would you mind briefly explaining how the current system works?

Thanks,
Kevin
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