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  #1  
Old 02-18-2003, 02:38 PM
Kaimetsu Kaimetsu is offline
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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.

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Old 02-18-2003, 03:26 PM
Soul-Blade Soul-Blade is offline
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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.

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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.
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  #3  
Old 02-18-2003, 03:55 PM
Kaiser2 Kaiser2 is offline
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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.
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Old 02-18-2003, 06:29 PM
Kaimetsu Kaimetsu is offline
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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.
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Old 02-18-2003, 07:09 PM
Tyhm Tyhm is offline
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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...
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  #6  
Old 02-18-2003, 10:25 PM
Kaimetsu Kaimetsu is offline
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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?
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Old 02-18-2003, 10:30 PM
zell12 zell12 is offline
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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.
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Old 02-19-2003, 01:11 AM
Selzar Selzar is offline
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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.
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  #9  
Old 02-19-2003, 01:35 AM
zell12 zell12 is offline
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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
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Old 02-19-2003, 01:58 AM
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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.
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  #11  
Old 02-19-2003, 02:32 AM
LOA--Paul LOA--Paul is offline
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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.
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  #12  
Old 02-19-2003, 07:27 AM
Kaimetsu Kaimetsu is offline
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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.
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  #13  
Old 02-19-2003, 08:45 AM
Juron Pilo Juron Pilo is offline
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Thumbs up

match it with the other idea "Exp Debt"
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  #14  
Old 02-19-2003, 09:29 AM
Ghost Pirate Ghost Pirate is offline
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Exp debt is propably the BEST way to go. Its simple and you don't lose current exp, just future exp.
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  #15  
Old 02-19-2003, 04:35 PM
thebluedagger thebluedagger is offline
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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
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  #16  
Old 02-20-2003, 02:27 AM
Kaimetsu Kaimetsu is offline
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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.
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Old 02-21-2003, 05:12 PM
Kaiser2 Kaiser2 is offline
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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 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.)
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  #18  
Old 02-21-2003, 10:58 PM
graaliholic graaliholic is offline
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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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