strider wrote:Ultimately, I think this boils down to "What should be encouraged (rewarded) in combat with NPCs?"
I think that first and foremost, player skill and it's close cousin, luck, should be rewarded, such that over time investing thought and energy into being good at fighting pays dividends over simply spending time fighting. This means that the reward for reasonably risky combat needs to be large enough to cover the average player's losses from death and still give an acceptable growth rate; one notably higher than can be achieved by only engaging in safe combat. We need to shift the paradigm from a steady grind, to something more like "two steps forward, one step back" or "puke and rally". The overall growth rate need not be any higher than we see today and in fact should be much lower if players continue risk-averse patterns, but should rather be punctuated by exciting advances and lamentable setbacks.
I strongly agree.
A fight where everyone in the team needs to be paying attention and not relying on triggers.
An encounter.
People will not go for grinding where they can die unless the rewards are much bigger.
The reward over time however should not be bigger than current top grinders.
If you had to spend time preparing and the fight itself was as short as normal but intense throughout.
More like fighting Mergula, but different tactics required to succeed at each.
I am pretty sure every player involved is checking their health and on their toes.
strider wrote:
Outside of role playing, which I think would require overly convoluted calculations to attempt a universal role-based bonus system, players tend to initiate combat with NPCs for the 3 Gs: gold, gear and growth. Experience calculations should account and adjust down for these other rewards, especially for rare magical weapons.
Very true about the 3 Gs.
However the experience being less is counter productive to the last point as these are often the more challenging fights.
Say you want to spend the day fighting dragons (a lot of which reward very nice gear if successful).
So you might spend a day or two first working to get the equipment to build up all your resistances first.
Then day 3 your all set and Kill a dragon every 20-30 minutes. It would be great if that was as rewarding as just grinding hard in Gont for the same time.
strider wrote:
Somewhat tangentially, between encumbrance and a small on-going need for money, trails of loot are often simply left in people's wakes. I wonder if it wouldn't be interesting if loot left in corpses when they decay began to rust or be otherwise devalued, if not picked up and perhaps wiped with a hardware shop clean cloth. It might be overly taxing on the system to use so many heart beats, so it could just be calculated when picked up and simply crumble if it has been too long. This would leave some interesting edge cases, like dismembered corpses or ingot caused rapid decay.
Waaah no way, bottom feeding is a great source of newbie wealth.
Also there are plenty of options for people to gather the loot as they go without getting encumbered. This would just effect the less sophisticated or smaller players.
strider wrote:
Even if they gave no other reward, there are some NPCs who would still be killed simply for their equipment. It has been noted here that some of the best gear in the game is not all that well defended. In addition to adjusting experience to account for other rewards, there should be guidelines regarding the power of gear relative to its ease of acquisition.
Guidelines for that would be useful.
Certain people used to for example always have the Azure Rune Etched longsword due to the quest being repeatable.
The plate armour of Solamnus was another which was got in large amount once a guild had the key.
These things are usually noticed and balanced however.
If you know of something really out of balance post it on the use/abuse thread.
http://www.genesismud.org/forums/viewto ... f=2&t=1462
Some people spend 24/7 of their logged in time equip hunting. There is a certain thrill to the WooWooo runie dropped feeling. It is good they make progress at the same time. Even if it is pitiful compared to taking that same gear to use at an uber grinder.
strider wrote:
The suggestions here regarding what could or should go into describing how difficult an NPC is to kill are solid. I might also increase the level based on the spectrum of damage types inflicted and possible counters required for the NPC, as well as for the possible variation in configuration for that type of NPC. It seems to me that these factors might be best used to calculate a challenge rating or difficulty for the NPC on spawn and that experience should given based on a comparison between the character and that number to properly reward based on risk.
Something that has not yet been mentioned in this thread is teams and as a MUD, I think that Genesis needs to reward teaming. Now, teams have some natural advantages, with increased attacks, more hit points, more heal points, etc., that allow them to simply kill more NPCs. Further, depending on how the team's strength is calculated, their ability to take on much larger NPCs should provide each member with a better than linear increase in experience granted.
The benefits to team killing in Genesis are pretty huge (with the right mix)
Firstly there is a team bonus multiplier for the experience.
The team equally shares the exp for the kill times X.
But it is the mix where the best results can happen.
Just to put it into perspective, two people with imm/supreme combat stats with the right guild mix can easily continually grind Icewall, and do it for massive reward. And that is the most difficult of the grinders to get good exp per time out of.
Best case scenario = Pick you tank and your damage specialist, there are quite a few fit either bill.
There is little to no chance they could do as well solo.
The not so good mix is two middle of the road generalist guilds, but most people go into their guilds knowing what they plan to do so its a choice we make.
strider wrote:
That does raise the question of how teams should share experience. I've known systems where every team member got the full experience granted from any encounter, others where it was divided between the members, others where experience is granted by criteria like getting the killing strike, and still others where the experience is granted based on proportional size and projected contribution. There are certainly arguments for and against any of these or some hybrid system.
Now, I would like the system to limit the explosive growth of small characters for simply being teamed up while much larger characters fight foes the former should reasonably immediately panic away from. On the other hand, I would like to see even non-combatant support characters get some share of the experience. This could perhaps be done by having preparatory buffs link back to the character providing them and any NPC lingering effects carry some portion of the experience pool, such that providing a heal or poison removal can be rewarded as part of the combat experience granted.
Explosive growth is only achievable when you have your brute well in hand.
Then small characters being led around the good grinders can start to appear to be hurt, as their max con is increasing faster than their health regen.. Pretty sick.
But I have no problem with rapid early growth, if anything I would like to see max brute capped per level, so when a "normal" player with a middle of the road brute is lucky enough to go team killing they don't have a few minutes of rapid growth but then with their brute now up around violent stop seeing much benefit.
The flip side is the cap works both ways, there is a band and a minimum level so for those seconds who have way above "normal" quest exp doesn't mean they can:
"Grow so fast it hurts" TM Tarax inc.