On 2020-08-18 03:18, Robert Brockway wrote:
On Mon, 17 Aug 2020, Preston Crow wrote:
When you earn experience, it gets added to your regular experience
(up to the maximum), and some percentage (default 50%) added to your
permanent experience. When you die or are drained, your current
experience never drops below the permanent experience.
My proposal is to instead of tracking permanent experience, track
total experience. This means applying the permanent ratio (50%) to
the total when using it instead of when adding to it.
Mathematically it's all the same, but the change eliminates rounding
errors. It also would in theory let you change the permanent
experience ratio on a server, though I see no value in that.
My biggest concern is that there are ongoing changes for a Soul Blade
artifact where the object gains experience, and I wouldn't want to
mess that up without some degree of coordination.
Thanks for explaining that Preston. My only suggestion would be to be
mindful that some people (like me!) modify the default settings. I
can't see how this would be an issue but I'll paste the relevant
settings I use:
stat_loss_on_death false
balanced_stat_loss false
permanent_experience_percentage 100
death_penalty_percentage 0
death_penalty_levels 0
As you can see I've eliminated most of the penalties for death. I run
a child friendly server which is very forgiving of mistakes. I've
turned down 'death penalties' for both Crossfire and Minecraft and
we've found that players (adults and children alike) still take
character death seriously and try to avoid it. IE removing the
penalties did not appreciably modify player behaviour. I suspect most
people seem to view character death as a personal failure regardless
of whether the game imposes a penalty or not.
Thus character death on my server involves depleted stats only. For
most cults some in the temple will sort that out.
That's fascinating. And no, my changes wouldn't impact that at all.
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