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More alternative EXP systems?

Started by December 07, 2002 09:20 AM
20 comments, last by rmsgrey 21 years, 10 months ago
quote:
Original post by haro
But, another little problem arises without giving very large gains for levels. Where''s the motivation to level? If a level 35 can potentially do just about as much damage as a level 50 (With some luck), then why gain the extra 15 levels? In MMORPG''s 15 levels can mean dozens, if not hundreds, of hours playing time... And with clients having less motivation to play, then the average subscription time would likely decrease substantially.
I agree, but in AC2, the difference is too big. Even 5-8 people of lvl35 still can''t beat a single lvl50 character. And this goes back to what ElAntonius pointed out, quality vs quantity. Should they be equal or not? Why would a single guy can massacre a whole group of others who are less skilled than him? Where are the threats? Where are the dangers? Where leveling up must give some rewards, it still must not eliminate potential threats.


Current project: 2D in Direct3D engine.
% completed: ~35%
Status: Active.
I think an interesting idea would be to key all occurences related to a particular player to a random number generator whose seed depends on the players name. That way, you could implement a system where you have to earn skills and it won't be the same for everybody. You coudl either make the spell found depend on the RNG or even have it control if there is a spell there. In order to prevent new players being unable to obtain skills, you could have instruction manuals for sell in shops for basic skills.

If you implement this, you shouldn't just use it for spellcasters. Fighters might discover new special attacks, new techniques (I like the 'magic fighting' style where fighters can basically learn 'spells' too, like a stunning strike, a way to recover stamina faster under certain conditions, that kind of thing), etc. A rogue might learn stances that help them ballance better and thus move faster, or how to better read body language to trick the NPCs into doing them favors or something like that.

I think you should also include the ability to learn from practice (learn as in improve skills you already have, so if a mage uses fireball effectively in combat the damage might go up 0.1%, or the amount a fight's 'phantom blade' illusion decreases his opponents chance to pary goes up 0.3%, etc), and the ability to learn from other players (there should be some way for a PC/NPC to teach a PC a skill, and then the learning player can practice with the teacher and learn more quickly).

[edited by - Extrarius on March 31, 2003 6:42:48 PM]
"Walk not the trodden path, for it has borne it's burden." -John, Flying Monk
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I''ve two comments:

Be realistic which means, make it believable. Work on magic and all so it can be explained, after wizards are supposed to understand it and so should the player, everything should be well integrated. Every single skill MUST be usefull.

When it comes to a fight, the truth is that each weapon is made to severly wound or kill, so if you hit someone with a sword and the guy don''t die, either you scratched him, or the game system sucks.
Because someone with a sword IS deadly, no matter how well he can use it, every single weapon is made to kill, not just to make some scratchs, that''s why we make weapons, to kill.
A weapon that doesn''t kill is forgotten and another is made.
That doesn''t mean that a sword master is likely to die against someone using a sword for the first time, not at all. The sword master will most likely dodge the attack or parry it.
Another inexperienced fighter will have a hard time dodging or parrying.

And if the sword master is hit, he might lessen the wound (that''s what you learn in martial arts, to accompany the move to lessen the damage), but he will still get hurt, and can even die.

Just my two cents, cause I''m sick of the Dnd 20th level are godlikes because of their hitpoints. (and also lack of fatigue makes the undeads lost the edge... they are very hard to fight with fatigue and only then you understand how it would be in a real fight.)

-* So many things to do, so little time to spend. *-
-* So many things to do, so little time to spend. *-
well, for anyone who''s ever been a dungeon master very much, you should also know that ANY system which requires players to play through the boring stuff they don''t like is just silly ... a game is meant to be FUN ... and that''s all there is to it ... so it''s not our job to make realistic xp systems, it''s our job to make interesting and acceptable xp systems ... when necessary at all.

For one, MMO games must be seen to be fair, which prevents them from allowing a player to just "roll" a new level 20 character (for there is really no reason this shouldn''t be allowed in ANY single player RPG game) - but that means, people sit down and make a new Fighter ... play for 5 weeks, and have a level ??? character ... then they decide they''d really like a cool wizard .. so they start over, play with power leveling or some such .. and 3 weeks later are back up to level ??? (and can then can ALMOSt play with their old group of friends again) ... and what do they do if they LIKED the interesting challenges of the level 7-10 areas ... how can they repeat those areas until they are tired of them ... they can''t ... cause the game doesn''t let them give up levels either
haro:

That dymanic world, grow your castle thing... wow, you read my mind the only problem I''ve had in thinking about it is... how would you level? I''m hoping that Planetside will be like this (to some degree) Actually, I think PS will be awesome if they pull it off. REAL SKILL in an MMO game, finally. Supposedly no lag either. We''ll see.

For me, the ultimate MMO game would be mostly FPS based, but with RPG elements. It would be like haro described. You would be able to maintain a village, or even open your own store and craft things that could be sold there (even if you''re not online; you could hire an NPC to sell for you) The focus would be combat. Sword and other melee combat would be third person, and would have combos. You would have to learn how to execute these combos, and would take some skill. Archers would use the first person, holding down the mouse a certain length to fire an arrow (if you hold it too long to fire far, your "hand" would shake) Casters could potentially use a DDR style system, in which spell potency would be determined by how "accurate" you were with the Dance dance revolution style interface. Some spells, defensive in nature, would be "quick cast" to avoid repetitiveness.

Combat would be KvK (kingdom v kingdom), and you would participate in combat against PCs of other kingdoms in an effort to control the resources of the world. Anyone play C&C Renegade? A lot like that, but on a much larger scale (and with RPG elements). Like AC2, there would be various sites you could go to to mine minerals, to craft things, and players would want to protect these for their kingdom.

Okay, I''m way off topic now, hehe. Doesn''t hurt to dream though

PEon
Peon
Moving discussion from old thread.

quote:
"For instance: ...and every time you killed a certain kind of opponant..."

Isn''t that just another Exp-For-Murder system?

Yes, but he wants alternatives to the standard system; in other words, the D&D/FF one.

quote:
I''d love to see a system like this, designed from the ground up, without using a SINGLE D&D CLICHE. I challenge all game developers for the rest of history to be original when making games... are you up to it?

Yup, although there are plenty of things from D&D that I''ll be reusing in most game, ''cause I like them. But I''ve been wondering whether I was up to it, myself, so here goes...

By the way, this is a system that I designed for the game I''ll be making a few years from now, whenever I finally finish my current project. There''s little that''s terribly radical about it, but I don''t think I''ve ever seen a system like this actually implemented.

For starters, characters have no basic attributes (Stregnth, Dexterity, Intelligence, etc.). This is because I simply don''t want them in this game. They don''t really fit the system.

Instead, characters have a LOT of skills. Every single individual time you swing that sword (be it a success or failure), pick that lock, cast that spell, or flee from combat (much to the disappointment of some of you action/realism fans, this one will be an advanced turn-based RPG; sorry!), the skill associated with that action (and there''s a skill associated with EVERY conceivable action, even social interaction!) will be increased using the formula skillLevel*=(1+(x/10)).

In the equation above, x=1 if you have a 75% chance of succeeding at striking your targer, persuading the nobleman, etc.. If your skill level gives a higher rate of success, x is lowered to a minimum of .1 at 100% success, while if your skill level gives a lower level of success, x is raised to a maximum of 3 at a 25% rate of success or lower. Some skills require certain minimum skill levels in other skills to begin learning, and while one-half of all spells (healing and damaging spells are all together; none of this cleric/wizard business) are learned automatically once one''s Magic is high enough, the other half must be bought or found. I''ll discuss magic in a minute.

Your characters get 100 HP, but these HP do not rise, ever, except possibly slightly, and only with the aid of certain rare magical items. In addition, your character''s armor have HP, and these are more of a real determining factor in character durability.

Finally, your character has DP (dodge points), and these are the heart of the defense system. DP go up with usage, although the rate at which they rise is somewhat lower than that at which other skills rise. A "starting" character gets 10 DP, and DP regenerate at a rate of one point per turn. Your maximum and current DP are also affected by your current HP: if your HP are 50% of their maximum, the said starting character has only 5 maximum DP.

I shall explain. When a character is attacked, they must choose whether and how to dodge. There are three modes of dodging, with one keyboard/joystick key assigned to each one. You can attempt a normal dodge, a serious dodge, or an all-out dodge. When you are attacked, you must tap the appropriate dodge button as you are about to be struck to avoid the attack. If you time it just right, the dodge is more effective. Your DP are what keep you alive, so you want to be careful to move characters far away from the actual melee when their DP start to get low.

I''m making the specifics up as I go along, so it may need some tuning, but here''s a summary of how it works for people who don''t wear armor*(see footnote, far below):

No dodge : You don''t even try to dodge, or (most likely) are too wounded to. Attacks against you always hit, except in the case of mental influencing effects, which are resisted based on your Will skill.

Normal dodge : A reasonable attempt to get out of the way when struck at. 1 DP, penalty to attack''s accuracy rating (system is close to D&D base attack bonus or THAC0 in that it''s not percentage based and is slightly randomized, less so as levels rise; just multiply the numbers in the d20 system by 5 and make the randomization 1-100, and you''ve got it) equal to maximum DP. If you time it just right, the penalty to foe''s accuracy is 1.5 times max DP, and if you time it absolutely perfectly, the penalty to foe''s accuracy is 3 times max DP.

Serious dodge : You put some effort into it; leaping back quickly or jumping over the attack are both examples of a serious dodge. 2 DP, penalty to assailant''s attack equal to 1.5 times your maximum DP. Good timing: 2x max DP, perfect: 3x max DP.

All-out dodge : You leap away from the attack, twisting madly to avoid it. Nobody can keep up this sort of thing for very along, especially not while attacking, too. Your AP (action points) take a minor penalty whenever you do this, and it costs 5 DP. In exchange, your foe''s accuracy is penalized by 4x your maximum DP. Good timing: 6x your maximum DP, Perfect timing: Only 3 DP spent, 12x your maximum DP.

Good? Personally, I like it, although the exact figures may need some re-balancing. You will, of course, be able to make weak, moderate, and strong attacks with your weapon or fists, which will cost varying amounts of AP. as per ChronoCross or Xenogears.

Damage will not, of course, rise exponentially with level growth, although DP and attack accuracy will.

How about it? A battle of attrition, in which you pit your best dodges against your foes'' best attacks. Sound good?

Right, almost forgot the magic system. Magic is element-based on the eight elements, which are Fire-Good, Fire-Evil, Air-Good, Air-Evil, Water-Good, Water-Evil, Earth-Good, and Earth-Evil. Spells use one element or a combination of two or more (some of the strongest spells combine all eight). There are about 800 spells. Really. No, I don''t have them designed yet, but I''m confident in my methods and besides, I may be able to work up a real design team if anyone around here is impressed with Pentaverse once it''s done.

Magic is divided into ten levels. To cast magic of a certain level, you must have MP equal to ten times that spell''s level. All characters start with 10 MP. Spells cost MP equal to their spell level squared. MP regenerate up to 50% of maximum at a rate of 10% of MP per minute, and regenerate further at a slower rate, which is greatly speeded by good rest.

Another quirk: if you have current MP greater than or equal to 50 times a spell''s level, then you can cast it for free. Really!

When casting a spell, you must choose to focus on a certain aspect of that spell (power, range, casting time, AP cost), and the skill associated with that aspect will rise, as will your maximum MP, which, like DP, don''t rise on quite the same scale as other skills.

Good enough for everyone? My current RPG project uses a reworked murder system with a few D&D "cliches" (Personally, I think it''s incredibly well done, especially for a first game), so I didn''t post it here, but if anyone wants to see that, too, I''d love to describe it.

(* Those who do wear armor apply a constant penalty to their opponents'' attack accuracy, which is based on the armor''s level of cover and the Armor Use skill of the person wearing it. In addition, the heavier the armor you''re wearing, the less DP you get. A character wearing the heaviest armor, full plate, has his maximum DP reduced by half while he wears it. The very lightest armor reduces DP by 10%. When it really comes down to it, the type of armor (or whether you wear armor at all) is really a stylistic/gameplay choice in this game, since the game will most likely be balanced so that all defense styles are nearly equally effective.

Oh yeah, and if you equip a shield, it reduces enemy accuracy, too, and both the armor defense value and the shield defense value "stack." Almost forgot.)

"Ph''nglui mglw''nafh Cthulhu R''lyeh wgah''nagl fhtagn!" - mad cultist, in passing
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Assumptions
The skills of a character is catagorized and there is no fixed classification as ranger or warrior. When the character "gain EXP", the measurement of each skill increases according to how and what the character fought and what weapon used. The measurement of each skill determines how effectively the character can use the weapons and spells. A low level melee may equip a high level weapon, but he WILL cut himself and swing very slowly; An archer with low agility takes longer time to load and will miss trying to adapt to high level bows and arrows; and an beginner mage may not understand the spell or take a long time to concentrate. (For mages there is a quadratic delay if the spell you try to cast is of higher level, in addition to mana requirement.) Aside from granting access to weapons and spells, the skill levels of a character determines the storyline that will unfold.

The EXP System
The first concept is level difference (LD). LD is calculated by the combination of the levels of each monsters engaging in the group minus the level of the character.
LD = (Avg(Level_i)+(NumMonsters-1)*Sum(Grouping_i))-CharLv
Where Grouping_i is the Grouping constant of the Monster i. Ranged units have a higher grouping constant than melee units.
If LD is negative (you are of higher level than the monsters) then you don't get exp for the skill you used, otherwise, the skill points you get is proportional to LD, and is based on the following battle statistics:
AtkFreq - Increases Agility based on duration between each hit. Awards melee fighters who jump into groups of enemy and do doublecuts and triplecuts. Increases Agility for archers for fast drawing.
DmgDealtPerHit - For melee and ranged, DDPH increases strength; for combat magic, Concentration. Damage of overkilling is excluded.
HitRatio - Increases Accuracy for archers and combat mage.
CrtHitRatio - Increases intelligence based on critical hits per total number of hits. This corresponds to choosing the correct type of arrow, correct timing of slash, and correct type of magic that the monsters like. (Critical hits don't happen by chance. For archer, shooting at the throat of a monster is a instant kill; for melee, Critical hit happen when enemy is fleeing, dodging or jumping; for mage against high level monsters, it refers to a combo of magic such as freeze and then chain lightning)

Overall, the system intents to promote intense action for all types of character. If you, as a player is good, then you will level faster and reach high levels that other players simply couldn't achieve, since a large part of experience gained reflects the actual gaming skill of the player.

[edited by - Estok on April 1, 2003 4:40:13 AM]
quote:
Original post by DuranStrife
Magic is element-based on the eight elements, which are Fire-Good, Fire-Evil, Air-Good, Air-Evil, Water-Good, Water-Evil, Earth-Good, and Earth-Evil.


This is probably just my mathematical training kicking in, but why not do the spell system based on combining 6 elements: earth, air, fire, water, good, evil? Apart from anything else, I''m sure there are neutral applications of, eg, fire magic (''light fire'' springs to mind) some of which are surely more fundamental than the morality specific uses - if you insist on having fire-good/evil as primitives, presumably morality neutral spells would be Fire_Good-Fire_Evil spells... Just seems a little untidy is all.
quote:
Original post by rmsgrey
This is probably just my mathematical training kicking in, but why not do the spell system based on combining 6 elements: earth, air, fire, water, good, evil?
I agree. But I still don''t know why we should make fire good/evil whatnot. Fire, Water, Air, and Earth are elements, I think they should be neutral at all case. They are what they are, not necessarily to be good or evil. If used by an evil monster, they become evil automatically.


Current project: 2D in Direct3D engine.
% completed: ~35%
Status: Active.
quote:
This is probably just my mathematical training kicking in, but why not do the spell system based on combining 6 elements: earth, air, fire, water, good, evil? Apart from anything else, I''m sure there are neutral applications of, eg, fire magic (''light fire'' springs to mind) some of which are surely more fundamental than the morality specific uses - if you insist on having fire-good/evil as primitives, presumably morality neutral spells would be Fire_Good-Fire_Evil spells... Just seems a little untidy is all.


I''m sorry, but I messed up describing my system slightly. What I meant was not "good" and "evil," but "offensive" and "non-offensive." All four elements are split into attack-like/dehancing abilities and healing/enhancing spells.

I forgot to mention that there are six skills for spells: Fire, Water, Air, Earth, "Dark," and "Light." (I''m really not sure how to describe these; it''s more like yin and yang than conventional good and evil, actually. And many spells are, for example DarkFire/LightFire combo spells.) Anyhow, these go up with casting, in addition to your MP going up.

"Ph''nglui mglw''nafh Cthulhu R''lyeh wgah''nagl fhtagn!" - mad cultist, in passing

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