Tuesday, August 15, 2006

Things RO has that EO needs: part 2

Yeah, this took a while. I'm lazy and there's no massive rush to push these entries out. Anyway, sorry for the delay.

Part 2 then, one which solves one of the biggest problems on Endless:

Revised EXP System

No screenies this time, because it's a nightmare to explain in screenshots and so easy to explain in words. Besides, the RO server I play has such a strict policy on KSing that I'd most likely get banned just for KSing for the screenshots. x.x

Anyway. EO's current system rewards lazy asses and people who like to annoy others for fun. We all know how it works. Last hit gets all the EXP and drop, and the poor newb who's been chipping away its HP gets nothing at all. This is why KSing is rife, and everyone is constantly arguing and flaming or taunting each other. We see it all the time...

Low level: u ass! wat u ks 4
High level: lol i ksed a newb lmao xDDDD
Low level: stfu
High level: no u stfu
-both hold Ctrl on each other for an hour or so-

Now, this solution may be hard to code, but who cares. The following is NEEDED and is worth the effort. Here's how other games do it.

As everyone knows, each monster gives a set amount of EXP. The EXP given should be directly proportional to the amount of damage the player does. For example, OMGCOOLMONSTER has 100 HP and gives 50 EXP. Player 1 comes along, and starts attacking it. Then player 2 appears and does the same. Poor old OMGCOOLMONSTER had no chance and gets murdered, and 50 lovely EXP points are given.

Let's say player 1 had dealt 60 damage to it, and player 2 dealt 40 damage. With the split EXP, that would be 60% (30 exp) for player 1 and 40% (20 exp) to player 2. Both get rewarded based on the effort they put into it, and nobody is screwed over. Great!

With this system, KSing no longer exists. If you really wanted to push the definition, you could say that player 2 stole some EXP. But he got a LOT less than he would have from finding his own monster and attacking that. Oh, that raises another point:

This system would work perfectly if there was just more monsters around. It would undoubtedly be an improvement with 3 or 4 people fighting over the same monster, but if there was enough monster out there that players would have to share, there would be no reason whatsoever to KS and the situation is solved.

I know Vult isn't reading this and the idea has been thrown about by me so many times on the EO wishlist forum. But I won't stop plugging this until it's added.

One more thing, which I think EO should -not- take from RO. On RO, the drops go to whoever did the most damage to the monster. So it's technically possible for a high level to go over to a low level attacking a monster, hit it once, kill it and take the drop. Not cool. So here's my suggestion for that - again, may make it harder to code, but is needed.

Whoever attacks the monster first gets the drops secured to them when it dies. If the player dies, the drop isnt locked by anyone and whoever's there can take it. With the current way magic works on EO, it would cause a few problems now (eg: mage could hit everything on the map, guarantee the drops, wait for others to kill the monsters then collect the loot), but hopefully v26 will balance it so we'll see then.

I'm out of time. Comment and discuss please.

2 Comments:

At 10:40 AM, Anonymous Anonymous said...

I agree with the shared exp idea which is very good. I also recognize the need for more monsters. Once more monsters are added, another system might help to seperate low and high levels further.
Simply tie monsters to certain levels by letting low levels get the full exp for easy ones (goats) but higher levels only get a part of that. This would cause the higher levels to go for the ore difficult monsters (where they get the full exp.) and leave to easier monsters to the low level players.
About the mage getting all the items:
Couldn't it be that 1 player were only allowed to have the drop of 1 monster "locked" at one time?
Thank you for bringing this up Ephy :)

 
At 3:36 AM, Blogger Ben said...

Flyff's system works well, but it can be incredibly annoying.

I can remember so many times when I've been running to attack a monster on Flyff, when an archer or mage behind me attacks it. They hit it first, it locks to them, and I can't attack. ¬¬ It's like they wait for me to get close before they decide to get it.

 

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