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Index » Muelsfell Game Forum » Golem and Combat Discussions Muelsfell World v1.0 Forums
AuthorThread: Upcoming XP Changes
[ADMIN] Arkham
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Message #1320 Posted: Apr 15, 2008, 5:07 pm
Some XP changes are live as of now:

* Golems that begin a combat with no usable weapons (eg, no arms or hands) will no longer give experience.

* Glass golems will be considered Level 4. Clay golems will be considered Level 2. These numbers can now be adjusted independently of hit points, so I'll be able to change them if these values prove inaccurate.

* If a magus attacks another mage and is twice his/her level, the attacking golem will be treated as being two levels higher for experience purposes. If a magus attacks another and is higher than the target's level plus one, the golem will be treated as being one level higher for experience purposes. All other level pairings remain as they are. This is because a high level magus has a pretty significant advantage in terms of the accuracy bonus, so a level 10 attacking a level 3 with the same golems isn't the same as two level 3 magi fighting with the same golems.

* You'll no longer be able to hit creatures like rattlesnakes, squid, and amphisbaena on the hands and legs.

I've edited this post to reflect the changes.

Changes NOT made at this time:

* The relative levels of the eyes and powersources in a golem will affect the level of the golem for experience point purposes. -- Ignore this one as I'm leaving it out for now.

Kep
Last Edited: Apr 17, 2008, 10:14 pm
Caduceus
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Message #1328 Posted: Apr 15, 2008, 6:24 pm
Arkham said:

* Magus levels will modify the amount of experience gain.

Can you please clarify this point? Thank you.
Zeldisgar
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Location: Shilo Steppe
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Real Name: Mark
Message #1329 Posted: Apr 15, 2008, 6:30 pm
In general I'm unsure and not happy with those new earning exp ideas...

"Golems that begin a combat with no usable weapons will no longer give experience." - does it means that everybody will not gain exp, (hands counts as a weapons?) till weapons are out? (clans also)

"The relative levels of the eyes and powersources in a golem will affect the level of the golem for experience point purposes. For example, a flesh with a high level powersource will be counted as a higher level." - great, so I've been researching new eyes ect. to make my golem stronger to gain less exp per fight? (My goal was in some point make my flesh golem stronger by spending exp on him and now that's useless... - I'll just make lot's of worthless golems to smash becouse improving one is simply unprofitable)

"Magus levels will modify the amount of experience gain." - this makes spending exp on level up less usefull, lower level = more exp...

And I belive that all these changes will affect fights with other golems and monsters alike... Am I wrong?
Tzadkiel
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Message #1333 Posted: Apr 15, 2008, 7:04 pm
While I have no special insight ... I read "Golems that begin a combat with no usable weapons will no longer give experience." to mean that in PVP, if you thrash my fleshie (again) and he has no arms - you deserve squat in the way of XP (but help yourself to my stockroom). I might deserve some XP for being a punching bag.
[ADMIN] Arkham
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Message #1336 Posted: Apr 15, 2008, 7:59 pm
Merged the threads.

* Magus levels will modify the amount of experience gain.


If a magus attacks another mage and is twice his/her level, the attacking golem will be treated as being two levels higher for experience purposes. If a magus attacks another and is higher than the target's level plus one, the golem will be treated as being one level higher for experience purposes. All other level pairings remain as they are. This is because a high level magus has a pretty significant advantage in terms of the accuracy bonus, so a level 10 attacking a level 3 with the same golems isn't the same as two level 3 magi fighting with the same golems.

This also hasn't been tested heavily yet, so it may change (or I may leave it out entirely).

"Golems that begin a combat with no usable weapons will no longer give experience." - does it means that everybody will not gain exp, (hands counts as a weapons?) till weapons are out? (clans also)


Fists count as weapons. This is to prevent folks from getting risk free experience by beating up an armless friend. :)

"The relative levels of the eyes and powersources in a golem will affect the level of the golem for experience point purposes. For example, a flesh with a high level powersource will be counted as a higher level."


This won't be as extreme as you seem to think. If you have a flesh golem with a steam-engine (Lvl 5) and diamond eyes(Lvl 5), it's going to be considerably more effective than one with a clay tablet and crystal eyes.

Kep
[ADMIN] Arkham
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Message #1337 Posted: Apr 15, 2008, 8:26 pm
Actually... I may be leaving out the powersource and eyes checks since it'll require a couple of additional database lookups. Just not sure that a mild experience tweakage is worth the extra lookups.

Kep
Gryficus
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Location: Mottonsborough
Magus Age: 121 years old
Message #1341 Posted: Apr 15, 2008, 8:55 pm
I think the magus level difference hit to xp will be more than enough, so that the eye/power check doesn't need to be in the game, since they are essentially doing the same thing.
Necaria
Posts: 505
Location: Rildesjan
Magus Age: 115 years old
Clan: OASIS
Message #1345 Posted: Apr 15, 2008, 10:15 pm
Will there be a way to see your golem's effective level other than trial and error? Also, will mage level affect gains against monsters as well, or just players, and will it only affect the attacker, or will attacking a mage higher level than you result in more xp?
Last Edited: Apr 15, 2008, 11:32 pm
[ADMIN] Arkham
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Message #1351 Posted: Apr 15, 2008, 11:48 pm
These xp changes will not affect gains against monsters.

Of course, since I'm making the golem-level-by-type based on values I can change independent of hit points, I can change them easily. For example, I'm considering making clay golems level 3 rather than level 4 as they are in live.

Attacking a higher mage than you will not result in more xp than what you'd see now, though they will affect both defender and attacker equally. One of the goals is to make bullying the little guys less attractive.

Kep
Sterling
Posts: 157
Location: Darghelm
Magus Age: 120 years old
Message #1376 Posted: Apr 16, 2008, 5:59 pm
Could we get more monsters in before you make these changes? Some people have an easy level 3 near them, some only have level 2s (and possibly hard ones at that), etc. If monsters were a bit better distributed so people had access to level 3's and 4's, it'd help, probably.
[ADMIN] Arkham
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Message #1386 Posted: Apr 17, 2008, 2:31 am
As you've probably noticed, the changes aren't live yet. I'm a bit behind and there are some other combat tweaks I want to make at the same time. Nothing critical; mostly messaging corrections such as being able to hit the "arms" and "hands" of creatures like rattlesnakes and amphisbaenae.

The two important experience tweaks are the ones about starting a combat with no weapons and glass golems being level 0.

Kep
ZugZug
Posts: 300
Location: Ibonbourg
Magus Age: 119 years old
Clan: OTAKU
Message #1397 Posted: Apr 17, 2008, 3:12 pm
Instead of doing all this coding to stop bullying, wouldn't it be easier to just set a level restriction? Like you can't attack someone 2 levels below you or something like that?
Amelsh
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Location: Broukendale
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Message #1400 Posted: Apr 17, 2008, 4:07 pm
Why shouldn't you be able to attack a lower level mage? If you attack with a flesh golem, you're not going to do much damage, even with a bonus to hit. I think it makes perfect sense to allow attacks, but redistribute the experience. I think that ends up benefiting the lower level mage more than just forbidding the attacks would.
Daniel
Posts: 102
Location: Last Alvia Dawning
Magus Age: 114 years old
Real Name: Daniel
Message #1402 Posted: Apr 17, 2008, 4:08 pm
@ZugZug
That would be horrible. There aren't that many nearby me who leave fleshie out, have 'good' alignments, and are within 2 levels of me.

The fact is, You'll probably get raided if you leave a flesh, Wood, Clay, or Bone golem out. The best way to make sure you don't get raided (in my opinion) would be to get your alignment to neutral, And buy an iron golem from my shop =P.

The neutral alignment ensure that people like me, Poseidon and people who are trying to get high ranking good/evil won't attack you, Because attacking neutral will give a random bonus either way. And people like me don't want to risk going down a couple of alignments for attacking someone.
[ADMIN] Arkham
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Posts: 902
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Message #1425 Posted: Apr 17, 2008, 10:15 pm
Changes to XP are now live. I've edited the original post to reflect what was done.

As always, let me know problems or bugs that result! :)

Kep
Mijal
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Real Name: Bill
Message #1432 Posted: Apr 18, 2008, 12:43 am
I'm currently getting 5 xp for attacking a lvl 1 with my homunculus, where I used to get 3. Is this intentional? I didn't see anything in the update notes that would cause it.
Necaria
Posts: 505
Location: Rildesjan
Magus Age: 115 years old
Clan: OASIS
Message #1434 Posted: Apr 18, 2008, 1:08 am
Tried to attack a monster 6 motivation away with my glass golem(I had 11 motivation availabe) but it told me I was too tired to control it.

Also, I attacked a place with my clay golem that said it would take 8 motivation, but it only used 6 I believe.
Last Edited: Apr 18, 2008, 1:15 am
Amelsh
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Posts: 54
Location: Broukendale
Magus Age: 116 years old
Message #1438 Posted: Apr 18, 2008, 3:24 am
Monster xp seems to be increased across the board. It appears that xp awarded is one level higher than previous (are the golems being treated as one level lower? or the monsters as one higher?). No clue if this is intended behavior.

I'll try to look into the PvP xp changes tomorrow.

Edit:
I attacked 3 different mages: one level 3, one level 2, one level 1. Each battle was level 1 flesh vs level 1 flesh. In all three cases, both parties received 5 xp. I'm guessing that is not supposed to be the case?
Last Edited: Apr 18, 2008, 2:58 pm
[ADMIN] Arkham
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Posts: 902
Location: Mallow
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Real Name: Kep
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Message #1458 Posted: Apr 18, 2008, 7:22 pm
Yes, it looks like there's something throwing the calcs off once it was put in the live version. I'm tracking this down right now.

Kep
 
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