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From: Frank R. <cra...@gm...> - 2002-01-08 15:56:17
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On Tue, Jan 08, 2002 at 03:35:42PM -0000, Gareth Noyce wrote: > Hmmm, that's seriously fat granularity for the dispertion of EP. I was > thinking we'd have much finer resolution of it, so you'd get a large chunk > for the destruction of the castle, and a fairly minor (given the fact he > *has* no castle) distribution for the destruction of the mage [in this > example], and maybe some other "pots" of EP for finding secret things, or > performing some minor miracle, or (decent examples escape me atm)... > > If it boil's down to "You get an EP for winning the game", it's just going > to be a question of "He who plays the longest gets the EP", which I find a > bit pants and ever so "unrefined"! :-P > > Wouldn't it be nicer to have "He who plays the most refined strategy and > gets the most 'goals' in the game gets some fine EP"? Ok.. now this is a good point! But it means we got a lot of things to clear first. So when we move to a more AD&D like experience system what exactly gives you experience.. we must take care not to reward obvious cheating systems like the destruction of a building that can be rebuild shouldn't give any points. If you think of two players playing each other by just placing buildings into the map for the other to destroy in order to gain more experience. So getting some experience for destroying a castle sounds good as it cannot be rebuilt in that game. Also artifacts that can be found on the map could make expansion a little bit faster so I'm with you here too :) Winning obviously pays off. But we get into problems with battles. I don't want experience wins for each defeated unit (similar to the above for buildings). Though otoh players certainly liked to be rewarded.. then again how worthy is it to kill an enemy with a spell? or to let your summoned daemon kill some enemies? I like the general idea but I think we need to fine-tune a lot here: - what for do you get EP? - is it easy to abuse? - are there any calculation factors involved with the character level? - maybe add an EP indicator to the statusbar? The second point isn't that important. I know we can't stop players from cheating anyways. I just want to take care it's not too obvious. Another point to discuss while thinking of this is when/where to update the character level. In-game like in Diablo? so that you can get new spells even during an ongoing battle. Or after the game is over? > Some creative packaging of character name and machine name for networked > games, something like ' korruptor@scully ' in my case (springs straight off > the top of my head)... Or a mixture of both. Or something else. Or mix name > and IP, Or... (I'll shut up now) ok ok.. I added it to the todo list (but with low priority ;) > Student dorms; probably the last place it'll require a password, or at > least, the last place they'll think of requiring one..! ;-) But I see the > point. ATM I'm thinking why bother, but if you can see a need for it in the > future, and it'll be tricky to retrofit later, you might as well stick it in > now. It's not like it's a real big deal... It really isn't. Although I'd like to hear some user comments as well. I don't feel a need to implement it either.. but it shouldn't be much of a problem if it's demanded. -- Raiser, Frank aka CrashChaos IRC: irc.openprojects.net #pygame |