Quote:Original post by BreathOfLife That HP ratio is tricky if you give the player the option of potions. The player might find himself burning potions to maximize xp gains to find they would have been handy for the boss that keeps killing him.
That and if any is to have the ability to heal, they will generally gain much more xp.
Dont get me wrong, i think its a great idea, but just seems like it narrows things down, which might end up a good thing. |
Easy, don't base it off their HP, track the amount of damage they have taken from the target(s) (Out of view of the player), and use that as what you base your XP bonus gains from.
Each creature you kill should give a base level XP for a character's experience level (and maybe add a muffle effect someone else said, if you kill too many of them their value goes down. However it shouldn't rise too much if you go off to kill other things, or you'll end up with players just cycling through targets and you've only managed to change the nature of the grind).
So, each creature has a base XP gain at a given level, now add bonuses to it. Herd/pack creatures will be linked to all other members of their pack. If you manage to kill one without alerting any others you'll get a large XP bonus for it. If you kill one while only alerting a small part of the pack you'll get a less XP bonus. If you kill it quickly, you get a bonus, if you don't take any damage you get a bonus.
Other things to balance player types: If you can wade through the herd of man eating bovines to get to, and kill, their leader and most fierce fighter the Giant bull in the center, all without killing any of the lesser ones to gain a massive XP and Fame bonus.