Scaling NPCs
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- Use common sense and be respectful towards each other at all times, even when disagreeing.
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- Use common sense and be respectful towards each other at all times, even when disagreeing.
- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Re: Scaling NPCs
Ppls was happy with slight or little prog on somewhat violent that time. So, there should be "stop" in growth, what makes you free for other activities, like killing bosses, do guild wars and having real fun, not just grinding.OgreToyBoy wrote: Since you need to kill opponents larger or close to your size to gain any good xp you won't find anyone above hero to be happy killing in Kalad
Re: Scaling NPCs
Moving a bit sideways here, but since the topic started talking about how to get people interested in exploring less populated areas, here are two possible suggestions:
For xp: Keep counters on how often different mobs get killed. If killed often, xp is automatically reduced, and if killed rarely, xp is automatically increased.
Codewise: Remember number of deaths each day, forget than 10 days. If total number of deaths during last 10 days is:
>1000: 50% (xp halved)
>500: 75%
>100: 100% (standard)
> 50: 125%
> 10: 150%
<=10: 200% (xp doubled)
Add more intervals and fine tune, maybe a multiplier on nr-of-deaths depending on mob size, and people will have a bit more incentive to change their standard grind patterns. Numbers can be less drastic (90%-125%) to not cause major uproar (or just give a bonus to creatures rarely killed, and everyone will be happy). Easily explained reality-wise: You don't really learn that much by killing the same creature over and over again. Killing something that few people have ever seen, now that's an experience!
For items: Make some new interesting item, say a cracked jokerstone, placed on 5 random creatures in the world. This jokerstone can be combined with any other two stones, creating a blemished one (eg 1 jokerstone + 2 duckstones => blemished duckstone). Whenever one of these stones is found and taken, a new one is immediately created and put on a random mob in the world. So right after Armageddon they can be anywhere, but the ones on often killed creatures will soon be found and after a while all five stones will be on rarely killed creatures, thus making it more interesting to look around in forgotten areas. Explained reality-wise... I'll leave that to you.
None of these suggestions are perfect, naturally. But it's two possible ways of ancouraging people to try other places. If that's what you really want.
For xp: Keep counters on how often different mobs get killed. If killed often, xp is automatically reduced, and if killed rarely, xp is automatically increased.
Codewise: Remember number of deaths each day, forget than 10 days. If total number of deaths during last 10 days is:
>1000: 50% (xp halved)
>500: 75%
>100: 100% (standard)
> 50: 125%
> 10: 150%
<=10: 200% (xp doubled)
Add more intervals and fine tune, maybe a multiplier on nr-of-deaths depending on mob size, and people will have a bit more incentive to change their standard grind patterns. Numbers can be less drastic (90%-125%) to not cause major uproar (or just give a bonus to creatures rarely killed, and everyone will be happy). Easily explained reality-wise: You don't really learn that much by killing the same creature over and over again. Killing something that few people have ever seen, now that's an experience!
For items: Make some new interesting item, say a cracked jokerstone, placed on 5 random creatures in the world. This jokerstone can be combined with any other two stones, creating a blemished one (eg 1 jokerstone + 2 duckstones => blemished duckstone). Whenever one of these stones is found and taken, a new one is immediately created and put on a random mob in the world. So right after Armageddon they can be anywhere, but the ones on often killed creatures will soon be found and after a while all five stones will be on rarely killed creatures, thus making it more interesting to look around in forgotten areas. Explained reality-wise... I'll leave that to you.
None of these suggestions are perfect, naturally. But it's two possible ways of ancouraging people to try other places. If that's what you really want.
Booger/Cindy/Enigma
Re: Scaling NPCs
Yeah! Adding bonus exp for killing rarely killed NPCs sounds like it is what we need.
Might be hard to tweak those fixed numbers.
Bonus calculation should be based on percentage of total kills rather then fixed numbers.
Ie.: trolls have say 30% of share in all kills and NPCs in Khalakhor 0-1%.
So those in Khalakhor get bonus.
Kill statistics should be based on previous arma-to-arma period.
Might be hard to tweak those fixed numbers.
Bonus calculation should be based on percentage of total kills rather then fixed numbers.
Ie.: trolls have say 30% of share in all kills and NPCs in Khalakhor 0-1%.
So those in Khalakhor get bonus.
Kill statistics should be based on previous arma-to-arma period.
Re: Scaling NPCs
Tive: All you do is come with silly remarks. Are you Mersereau in disguise?
Anyway,
Can someone plaease explain WHY we want to spread out people in many places?
Why is this something that is preferable?
Anyway,
Can someone plaease explain WHY we want to spread out people in many places?
Why is this something that is preferable?
Re: Scaling NPCs
It is preferable because it would open up for a wider array of NPCs that'd be desirable to kill, thus making the game able to accomodate more grinders, and in the end accomodate more players.Cherek wrote:Tive: All you do is come with silly remarks. Are you Mersereau in disguise?
Anyway,
Can someone plaease explain WHY we want to spread out people in many places?
Why is this something that is preferable?
Ofcourse it isn't so much the number of grinders vs NPCs that's the problem. It is just as much the size of the grinders.
The bigger you are, the faster you can plow through NPCs and the less need to team up, leading to needing more (& bigger) NPCs to satisfy the need for stat-improvement.
Mortimor Makfly - Gnomish Xeno-Anthropologist
Re: Scaling NPCs
Mers ain't as sexy as TiveCherek wrote:Tive: All you do is come with silly remarks. Are you Mersereau in disguise?
Anyway,
Can someone plaease explain WHY we want to spread out people in many places?
Why is this something that is preferable?
Is having all chars champion+ constantly meeting in grinding-places and on their way to it preferable? Or supporting the exploration of ALL the already written areas? This could lead more often to bug and typo reports, to people having the chances to actually enjoy the lore of some places rather than their lack of exp, etc.
To me such a lore-wise dark place are drows beneath Kabal ... I always feel dark and alone when there.
http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/