[MUD-Dev] Removing the almighty experience point...
Vincent Archer
archer at frmug.org
Tue Sep 21 00:36:37 CEST 2004
According to neild-mud at misago.org:
> On Fri, 17 Sep 2004 11:03:41 -0700 brian at thyer.net wrote:
>> How is this really different than an experience system? You go
>> out, you kill a bunch of things, you accomplish something
>> (becasue killing 150,000 goblins for your next level *is* an
>> accomplishment) and you get your level.
> If you look at it that way, there is no difference. "Achieve ten
> tasks to reach level 10" is the same as "each task gives 1
> experience point, get ten experience points to advance".
Quite a lot of people seem to miss the difference between my system
and a quest system like that.
> The problem with this, as Vincent said, is that experience points
> are fungible. There's no difference between xp earned for
> whacking rats, saving the princess, or killing the troll king--it
> all goes in the same pot. It's this form of fungible achievement
> that is the problem.
It's also a problem if you use the classic way, using only quests
that give XP (and no XP from mobs themselves).
If you're level 10, and you complete a level 15 quest for example,
you get more xp than a level 10 quest (obviously). However, once
you've levelled to 11, then you have nothing to show for your
efforts. Someone who did only level 10 quests levelled like you
did. It all depends on how longer a level 15 quest plays out,
compared to a level 10 one, for the xp bonus to be worth it.
Worse, if you haven't placed enough quests, then if somebody, by
accident, does a lot of higher level quests, then he might be faced,
once he gets into the levels where those quests are normal, with a
lack of suitable quests. All the remaining ones are even higher, and
this time, he can't do them as easily. He's stuck.
In a classic system, you just grind, till you can get to questing
again. But if there's no grind, you can dig yourself a hole from
which it is very hard to get out. Unless you really have an enormous
amount of quests at each level.
But, if the achievements are intended to measure your ability to
rise to challenge of a given level, instead of being a cash payment,
what happens? A level 20 achievement completed at level 15 means
that you're "a bit" worthy of advancing to 21. You're worthy at
level 15, but also at level 16, 17, 18, 19 and 20 as well.
In other words, a level 20 achievement gives you a bit of XP for
your level 15, but it also gives a bit in level 16, and 17, and so
on... When you get level 16, you don't start with an empty XP
bar. You start with as many achievements for 16 and above you had
completed before.
An achievement is not 1 xp, gained at whatever level. It's 1 xp,
gained at each level, up to its intended difficulty.
That's how higher achievements are more attractive than easier ones.
You take longer to complete the higher challenge, and thus longer to
finish your current level, but, in exchange, all the levels at which
you could do that one are shortened.
--
Vincent Archer Email: archer at frmug.org
All men are mortal. Socrates was mortal. Therefore, all men are Socrates.
(Woody Allen)
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