Spamfunet Nanny Forum
Welcome, Guest. Please login or register.
November 05, 2024, 03:20:57 AM

Login with username, password and session length
Search:     Advanced search
Be sure to update your bookmarks to the new URL.
4062 Posts in 352 Topics by 201 Members
Latest Member: Tmo
* Home Help Search Login Register
+  Spamfunet Nanny Forum
|-+  NannyMUD
| |-+  Wishes and Thoughts...
| | |-+  Parties...
« previous next »
Pages: 1 [2] Print
Author Topic: Parties...  (Read 3637 times)
Kymn
Jr. Member
**
Posts: 65


View Profile
« Reply #15 on: September 14, 2004, 10:41:32 AM »

Cathbad raises some important issues.

A more complicated system could be made to have guilds report support spell activity to the party object.

Another complicating factor I just realize is attack spells which can make you lose a lot of sp while doing lots of damage, so you'd benifit more than, say a khorne.


This makes me think my initial idea about increasing support utility might work better. Not sure if I've mentioned it here, so here goes:

Support spells like wards and healing would take xp from the monster fighting the party, this would work as it currently work codewise, powers in guilds that do damage, extract an amount of xp from the monster and add it to the player. Good balancing is needed for this.

Kenpo mentioned to me the problem with support spells often being cast outside the fighting room, like heals and wards.
Wards would work, since in my mind I'd implement it so that when it blocks damage, it would reward the caster with xp.

Heals are another matter, since they are instant, and, lets say a player attacks 20 monsters, and then damage himself endlessly allowing the monk to drain all monsters that are currently 'attacking' the player. So I think it must be done in-fight to make it work.

This makes the share of xp that are gained for effort (today only from damage to my knowledge) are shared by those that perform in the fight. The static split part is still there, so helping newbies would still work.

Still there are problems here, like attacking a huge hitting monster, draining it of xps with wards and healing, and then leave.
Perhaps the xp shouldn't be given out until the monster is dead.
Logged

Kymn Wandael Pen Palla Lome (Lairith)
Snafu
Sr. Member
****
Posts: 289



View Profile WWW
« Reply #16 on: September 16, 2004, 07:52:36 AM »

Yes, I agree with Kymn about the exp given out at end.

I also thought of the point of how to you gauge a useless spell vs one with support benefits. I do believe it would require some modifications to the spells involved. Perhaps only support spells would be modified..but then you might come up with a player with a unique idea on how to use a traditionally non-support spell in a support manner. Since it would not have been thought of as supportive, it would not share in the benefit, and would have to be called a 'bug' Wink until fixed.

Perhaps monsters would be tougher (on a scale) compared to party. Say..with 1 person fighting, Harry is a wimp, then if 2 players attack, he is stronger against them? This would result in scaling of xp monster gives to the party. Then you might have the issue of...what if a group attacks..and then leaves..and then a single player comes along..does the monster revert to its normal wimpier self? or is it permanently tougher until killed just because a party went after it?

Things to think about.

I DO like the idea of monsters giving out more exp dependent on size of party trying to kill it.

Partying is something that needs to be seen more in the game.

/Snafu Very Happy
Logged

I killed 100. I killed 1000. I killed 10000. And I was good at it.
Carrion
Sr. Member
****
Posts: 457



View Profile
« Reply #17 on: September 16, 2004, 09:01:34 AM »

Quote from: Kymn
I also think more total xp per monster killed with a party with modified with numbers of players in party would be great.
This is something I'm completely against, a monster should, in my opinion, give the same amount of XP each time, no matter if one, two or 20 players attack it, or wether a level 1 adventurer or a dark whisperer attacks it. (A special monster, with some cool features including growing/shrinking could be ok, but not generally for all monsters.)

Awarding partying is cool with me, but not to whatever cost it takes... (Hell, this would add an extra dimension for all XP statistics to collect *argh*)
Logged
Snafu
Sr. Member
****
Posts: 289



View Profile WWW
« Reply #18 on: September 16, 2004, 09:48:54 AM »

Quote from: Carrion
Quote from: Kymn
I also think more total xp per monster killed with a party with modified with numbers of players in party would be great.
This is something I'm completely against, a monster should, in my opinion, give the same amount of XP each time, no matter if one, two or 20 players attack it, or wether a level 1 adventurer or a dark whisperer attacks it. (A special monster, with some cool features including growing/shrinking could be ok, but not generally for all monsters.)

Awarding partying is cool with me, but not to whatever cost it takes... (Hell, this would add an extra dimension for all XP statistics to collect *argh*)


Actually, as it stands...

Partying:
1. Splits xp and everyone partying gets less than if they killed the monster alone.
2. Makes killing monsters quicker with less healing.
3. Creates arguments of conflicts (or has possibility) as the loot must also be shared..money is ok..sell for money is ok..but what if 5 party members want the one item the monster drops..who gets it? Gotta love conflicts.
4. Might be more fun if there was a little more xp spread around (not saying each person should get the same xp as they would get solo).

Still needs to be thought out more, and should definitely be thought deeply about as that is one thing that makes Nanny so fun.

/Snafu Very Happy
Logged

I killed 100. I killed 1000. I killed 10000. And I was good at it.
Kymn
Jr. Member
**
Posts: 65


View Profile
« Reply #19 on: September 17, 2004, 04:09:13 AM »

Perhaps 10% increase in xp reward when a monster killed by a party of 2 or more players. (giving out more for more people was a bad idea on my part)

Or, 20% or so increase in xp reward, if the kill is challenging for the party, say, 4 level 8 bringing down a level 19 monster. Could be tricky to determine challenging though.
Logged

Kymn Wandael Pen Palla Lome (Lairith)
Pages: 1 [2] Print 
« previous next »
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!