Crossfire Archive
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Re: CF: suggestion for Exp system (damage vs. kill)
On Wed, 03 Feb 1999, Kjetil Torgrim Homme wrote:
> Yes. I think the party experience should be awarded to the skill
> which was most recently _used_. It would be best if there was a
> timeout value. So, every time a spell is cast, make a note of the
> time and the skill used in the player object. When a monster is
> killed by a member of the party, for each player check if it is less
> than a minute since he cast a spell, and award experience to the skill
> if so. Otherwise, put the experience in the generic pool.
Hmmm... No, I don't think this would work. It would provide an easy
way to get exp in your weakest skill, just by using it when you know
that you are about to get some extra points. For example, someone
casts a large snowstorm at a dragon, and as soon as you see that, you
immediately hit 's' and search for traps (or hit some other key that
you have bound to an innocuous prayer, for example). As a result, you
would get some experience for the last skill that you used, but it would
be totally unrelated to how the monster was killed.
So as I wrote yesterday, I prefer to have the party experience awarded
to the generic category. That will unfortunately not help healers to
get experience for the praying skill, but they will still be able to
increase their overall level.
Note that the partial experience awarded for damaging a monster before
killing it is attributed to the skill that was used by the attacker, so
the players who are actively attacking the monster will increase their
skills. The generic category will only be used for distributing the
party experience (from kill_exp) to the other players.
-Raphaël
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