Posted by Animal on August 21, 2000 at 01:03:46:
In Reply to: [IDEA] The subjective XP bonus. (long, flame-attracting) posted by Proud Blade(VIP) on August 20, 2000 at 18:19:14:
Any additional way of gaining xp has my vote. Ranking is one of the most boring things to do. 1. Non-automatic Skill / Spell use. Give 1xp for each time a skill / spell is used. Bots still are unallowed, so sitting in a Advantage? Healers etc can pass out heals Disadvantage? Have to catch the few lame 2. Exploration Advantage? Promotes exploration. Disadvantage? Little. You can always opt for not exploring and just continue ranking. 3. Skill / Spell %% increase. Instead of the 2xp or something it is now, make it 50xp for each increase. Little reason, except to reward the usage of your full skill / spell scala. 4. Proud Blade's rp xp rewards. I like it. 5. Raiding / Bringing cabal item back. 6. Pk'ing. Give more xp for pk'ing people advantage? Makes levelsitting pk'rs an disadvantage? People might hunt more in Just some thoughts. Enjoy, animal.
Some xp rewarding things.
corner typing 'hide' 3 times a second will
get you deleted, not a hero. Besides, hide
and sneak are two skills without lag / any
consumtion at all. Let them take a bit of
mana, and like half a round of lag to
execute them, do the same for other skills
that might be so easily spammable.
etc in cities and be rewarded slowly. Active
usage of skills promoted (not just passive
tag-along ranking /pking / whatever)
tricks that people will find (like the hide
thing described above), and alter the
skills / spells slightly.
Give a certain amount of xp for each room not entered before. Either a static value (like 10xp a room - gets you to 120k xp if you explore all?), or a value that increases with the total amount of the world you've explored (get 1xp when young, and haven't explored much, get 200xp a room by the time you've seen 90% of Thera.)
Just don't allow negative xp bonuses, and
max it at 5000 or something at the most.
Give a 1000xp reward for each on fighting
whatever guardian at the moment of the kill.
with a positive pk balance then negative.
pk'ing someone with a 0:0 balance should get
you maybe 100, someone with a 0pk : 10death
would get you 10xp, someone with 10pk: 0
death would get you 1000. Next time you kill
him it's 900. Something like that, or
perhaps related on how many pk's you've done
since your last kill, in order to avoid
people to spamkill someone for xp.
attractive prey. Gives xp to levelsitters,
so they rank none the less.
order to get xp, and rank that way.
Roleplayed pks would deminish.