Dark_Force9999
New Adventurer
- Joined
- Jul 3, 2007
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Will sharing experience through parties going to be implemented? If it is, I suggest a 5 level differences!
Me (Veil), Shuri, P, and Jon with various others did a keep run, any of the top teir trained bandits (especially archers/hammers) had boss grade hp. Us 4 would wail on them for a decent bit, about as much as a trapped maldora takes to kill if not a bit more, and most of the time we'd get 50-70xp for it. It took us easily 2-3x the time to kill any of those guys for really about the same xp.
...
Yeah..... those 133ts in keep were.... well, a little too 133t.
This is again why Horrors are worth twice the XP as trolls, despite having about half the HP and no armor.Horrors - They blind/drunkify you, dance around you (even while frozen), and move very quickly. They do pretty good damage, but don't have much health. By your thinking, they wouldn't give much exp, because of the low HP. However, because of how annoying they are to actually kill, they are harder than their HP/Damage let on.
Well, in case you've forgotten, you were there on ms_snow with seven playersâ the Gigantic Snow Boar's have 1200HP â putting them right under the curve, it more than doubled that, and it didn't hardly affect us. :/ Got us more XP at least, but didn't slow us tearing through the map hardly at all, unfortunately.On the average monster (low level skeles, orcs stuff with < 400 base hp) this system is pretty good. Its the things that near 1000+ in base HP that worry me...
Brawlers are actually pretty damned weak, healthwise, as they've no armor. It's their special abilities ( mass blind/stun ) and speed that makes them rough. Accounting for armor, they've less than twice the health of the Flayers they escort.I don't even want to imagine Brawlers with 6 players on foutpost...
Since XP is distributed by the damage you've done, and since monsters do not ramp XP at direct ratio to their difficulty (but rather, only relative to monsters of their own tier), there is no need to worry about PL'ing n00bs by letting them share experience with the vets.Well... I only said 5 level differences is to prevent uber power leveling.
The XP does work this way between monsters on the same tier. However, monsters on different tiers do not share the same ramp. Because, again, if they did, you'd have to get at least 500 times the XP for any of the bosses, and you'd, again, be level 40 in under a week. (Days, really.)(dps + abilities)*(hp*(1+damage reduction%)) / 10. Right now I think we have a lot of monsters (especially bosses) that don't give the amount of xp they ought to.
Unfortunately the abilities a monster has is not some numerical value that can just be plugged in.
Thothie_Redundancy said:(Mind you, to give you an idea of how insane that proposal is, assuming rats are worth 3xp, and you adjust for both HP and damage output: Calrian would have to be worth 4,500xp (vs. the current 200), and the Ice Lord 47,000xp (vs. the current 800) â and that's not adding anything for special abilities, just scaled for proportional damage and hp.)
We simply do not have a game world, nor weapon, nor monster repitoiré, large enough to accommodate that rate of leveling, nor do we even have one planned to be that large.
J-M v2.5.5 said:Question: Why does the Ice Bone Lord give me 1030 XP and Mikkel 900 XP while Atholo only gives 800 XP (give or take) in total?
AUG2007a_Alpha_Changelog said:New Mapper Toys
[...]
⢠msmonster_XXX / ms_npc, new property: nplayers
- You can set a #player requirement for a monster or npc to appear
- If the monster does not spawn due to insufficient number of players, he does not count against the fireallperish, so the spawn shouldn't fail to fire as a result
- This also works with treasure ms_npc's (and MAYBE msworlditem_treasure)
⢠msmonster_XXX / ms_npc, new property: reqhp
- As above, but instead requires the health of all players on server combined to total this number or above before the npc will spawn
- can be combined with above, in which case both conditions must be met for the monster to spawn
⢠Updated FGD
- Includes above, some new defaults, and has ms_npcscript included
- Removed faulty âmultimanagerâ entry
I'll try adding the Half-Life FGD first, and if that fails, I'll try this. Thanks!Thothie said:Ya will if you add the Half-Life.FGD first. (Or at least I do on mine)
Should carve the xen and hl monster entities out of the Half-Life.FGD and glue them together - but last I tried that it caused err0rz. I figured maybe that's why the NS.FGD works this way as well.
edit:
alternately, try this stripped MS.FGD
http://www.thothie.com/msc_dev2/ms1.4_stripped.fgd
Just ripped out all the dated half-life fgd entries, seems to work.
Dark_Force9999 said:Aug2007A? When!?