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-   -   Experience loss related to experience gain (https://forums.graalonline.com/forums/showthread.php?t=42889)

Kaimetsu 02-18-2003 02:38 PM

Experience loss related to experience gain
 
Lots of types of people play GK, and not all of them are so crazy about power that they spend hours every day working on their character. They still work on their guys, but not on a daily basis. For these people, dying is a huge deal; it could mean weeks of work lost in an instant compared to a few days for the powergamers. That's why I propose that experience loss should be scaled with respect to how quickly you gain experience. Perhaps you could lose all the experience you lost in the past day, for example. That way it still incurs a time penalty but doesn't hit the slower players with the huge impediment they currently recieve.

Note to power-obsessed loudmouths: Please do not post in this thread without giving at least one good argument.

Soul-Blade 02-18-2003 03:26 PM

Re: Experience loss related to experience gain
 
Quote:

Originally posted by Kaimetsu
Lots of types of people play GK, and not all of them are so crazy about power that they spend hours every day working on their character. They still work on their guys, but not on a daily basis. For these people, dying is a huge deal; it could mean weeks of work lost in an instant compared to a few days for the powergamers. That's why I propose that experience loss should be scaled with respect to how quickly you gain experience. Perhaps you could lose all the experience you lost in the past day, for example. That way it still incurs a time penalty but doesn't hit the slower players with the huge impediment they currently recieve.

Note to power-obsessed loudmouths: Please do not post in this thread without giving at least one good argument.

I agree completely! Recently, I was killing som guys at level 10. Due to a bug, I was killed several times because he did not log off properly (not to mention I was in peaceful mode, so for me to die more then once in a row is impossible, but it happened), so I am level 5. It took me about 1-2 months to get to level 10, and I don't really plan on getting back up.

That would be a great system to integrate, because then people will not need to fear going battle mode, also people will probably enjoy playing alot more.

Kaiser2 02-18-2003 03:55 PM

This idea would be good, even to the power gamers, because, hey, we die sometimes too, and we don't like losing a million exp.

Kaimetsu 02-18-2003 06:29 PM

Well, it would be scaled such that the experience lost by the most fanatical players would be roughly the same as it is now. It's mostly just to give relaxed players a break.

Tyhm 02-18-2003 07:09 PM

Moreover - it should go by rate, not time. If I get up to level 10 one week, then take a week off, then go on a fearless PKing spree, I shouldn't lose just my last week of inactivity experience...

Kaimetsu 02-18-2003 10:25 PM

Quote:

Originally posted by Tyhm
Moreover - it should go by rate, not time. If I get up to level 10 one week, then take a week off, then go on a fearless PKing spree, I shouldn't lose just my last week of inactivity experience...
Fair enough. Wouldn't be too difficult to modify the formulae, though the exact definitions might be tricky. Average rate over the last month? Year? Average rate since the last levelup, maybe?

zell12 02-18-2003 10:30 PM

How about just make it 1/4 of what you just gained... So if you die, you only lose 1/4 of the exp you just gained... But this causes a problem... Where is the start of the process going to begin? Since /save is useless, there goes that idea. Mabey you guys can think something up.

Selzar 02-19-2003 01:11 AM

Yeah death shouldn't make you kill your self in real life.

Also know whats stupid?
You lose even MORE stats if your higher level.
LEAVE IT WITH 1.
Stefan is making life hell for I died to lvl 1 twice now.

zell12 02-19-2003 01:35 AM

And make it so if you die, you cannot die more then once in a row. I died from hunger like 5 time sin a row, and died twice in a row from a dievil. When I say in a row, I mean all withen 5 seconds x.x

graaliholic 02-19-2003 01:58 AM

Re: Experience loss related to experience gain
 
Quote:

Originally posted by Kaimetsu
Lots of types of people play GK, and not all of them are so crazy about power that they spend hours every day working on their character. They still work on their guys, but not on a daily basis. For these people, dying is a huge deal; it could mean weeks of work lost in an instant compared to a few days for the powergamers. That's why I propose that experience loss should be scaled with respect to how quickly you gain experience. Perhaps you could lose all the experience you lost in the past day, for example. That way it still incurs a time penalty but doesn't hit the slower players with the huge impediment they currently recieve.

Note to power-obsessed loudmouths: Please do not post in this thread without giving at least one good argument.

As long as this doesn't include onlinetime or whatever in the calculation or whatever something or other... I usually level pretty slowly unless I want to get to that next level, which then I can go quite fast.

LOA--Paul 02-19-2003 02:32 AM

This is a great idea in my opinion!

I often spend long periods of time working on the navy and whatnot with RPing, and after 550 hours of GK I still havn't reached level 10 (just 50k more exp!)
This sytem would be very helpful to people like me.

Kaimetsu 02-19-2003 07:27 AM

I think some people are interpreting my idea as a blanket 'reduce experience loss!' concept. It wouldn't be. I'm not suggesting that Stefan change the maximum amount that the player can lose (though that might be a good idea), I'm suggesting that the amount be scaled downwards from that maximum for the benefit of the more casual players. The hardcore players would be unaffected.

Juron Pilo 02-19-2003 08:45 AM

match it with the other idea "Exp Debt"

Ghost Pirate 02-19-2003 09:29 AM

Exp debt is propably the BEST way to go. Its simple and you don't lose current exp, just future exp.

thebluedagger 02-19-2003 04:35 PM

In Response to Kai's Idea(s):
I'm sorry, but there are many problems with this. For example:
Say I haven't been on in the last week, I can go attack Shrimpie and if I die nothing happens to me because I haven't GAINED any exp lately. Also, this would mean that when you first go into battle mode then you can do the same.
Also, people go INTO battle mode for a reason. If you remove part of the EXP you gain from PK'ing another player, it removes the benefits of being on battle mode in the first place. And if you're in battle mode, you should accept the consequences. I lost 1million exp over the last 2 days in immense dungeons (3 of them) because of some glitch or something... haven't figured out what is going on yet when you die in 1 hit when you're almost at full HP and 50% resist magic... but oh well. It's a lot to lose but by being in battle mode that is something I'm willing to chance. If people don't want to lose exp, be in peaceful mode, and don't go afk so people can't kill you with shell bombies (which is incredibly stupid btw)
---Shifter

Kaimetsu 02-20-2003 02:27 AM

Quote:

Originally posted by thebluedagger
In Response to Kai's Idea(s):
I'm sorry, but there are many problems with this. For example:
Say I haven't been on in the last week, I can go attack Shrimpie and if I die nothing happens to me because I haven't GAINED any exp lately.

Hey man, that was only one suggested avenue for implementation. The concept itself can be implemented in many ways, as Tyhm showed.

Quote:

Also, people go INTO battle mode for a reason. If you remove part of the EXP you gain from PK'ing another player, it removes the benefits of being on battle mode in the first place.
Surely people use battle mode more to get extra experience from monster rather than players?

Quote:

And if you're in battle mode, you should accept the consequences.
Yes, but different consequences have different magnitudes for different people. Giving the same punishment to everybody ignores this fact.

Kaiser2 02-21-2003 05:12 PM

A suggestion: don't enter bmode unless you are either very strong, or you have a spy network thing going (like I kinda do) or if you have really strong friends to back you up (though that doesn't always help). I heard recenty that Shifter was planning to kill me, so I'm steering clear of GK for a while, and I'm planning that I might quit (again.) *sigh* well...we'll see how things go...
(btw, I'm not quitting cuz of fear of Shifter :p I just really think that GK makes you worry about all sorts of cr*p all the time, like dying, etc, etc, so that's a major reason why I'm quitting.)

graaliholic 02-21-2003 10:58 PM

Quote:

Originally posted by Kaiser2
I just really think that GK makes you worry about all sorts of cr*p all the time, like dying, etc, etc, so that's a major reason why I'm quitting.
Yeah, it's rather annyone when I want to level at a normal speed but I can't without having to worry about 3-8 people trying to kill me.


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