Well, I won't put word to Zelk's mouth, but on my own behalf I am somewhat surprised that you put forth essentially a notion to simply automate removing XP gained by a PC for powergaming static content. Because before you said what to me sounded like, to paraphrase, "there is no such thing as powergaming, let people play the game as we give to them, and stop worrying about XP gain rates".
Turning to the experience of the two PCs you mention: Do you think it's for the better for our game that a character who "doesn't do things that appear ICly dangerous" is not fun because other character progress so much faster? If not, how would you prefer it changed? (One should note that if the characters did things that were genuinely dangerous, as opposed to merely having an IC illusion of danger, these PCs would soon enough die, and not progress faster than the danger shirker.)
PA Questions for Zilvai
Moderator: ALFA Administrators
Re: PA Questions for Zilvai
Firstly, I do not support the antics of "accuse the Powergame", but many still do. A compromise needs to be found and I suggested the following.
Now, who has fun to what sort of characte is purely dependent on them. Some people like sitting in a tavern all day and talk about Deities and the world, others go out to adventure. People that do less risky stuff, will get rewarded less. Maybe a system can be made where someone who studies frequently gets more xp then the day to day grain of "RP XP."
Now, who has fun to what sort of characte is purely dependent on them. Some people like sitting in a tavern all day and talk about Deities and the world, others go out to adventure. People that do less risky stuff, will get rewarded less. Maybe a system can be made where someone who studies frequently gets more xp then the day to day grain of "RP XP."
Re: PA Questions for Zilvai
Diminishing Returns. We use to have a DimRet system. I can't remember why it was never transferred over to NWN2. There was a reason though.zilvai wrote:I see. My solution to that, T-Ice, would be a script that forces people to pause after so much kills. I've seen this system work greatly on another server.
Example:
PC kills 10 goblins for 4 xp each. Each goblin then after gives 2 xp each for five or ten more kills. Each goblin then after gives 1xp, etc. The player is then forced to take the time off to "rest" his character at a respective tavern / town / outside camp and RP with individuals. He will still be able to go out for events and the like, just with less a reward for killing mobs. Maybe even the same could be done for repeated statics?
< Signature Free Zone >
Re: PA Questions for Zilvai
Mostly problems with the system and incompatibility:Rotku wrote:Diminishing Returns. We use to have a DimRet system. I can't remember why it was never transferred over to NWN2. There was a reason though.zilvai wrote:I see. My solution to that, T-Ice, would be a script that forces people to pause after so much kills. I've seen this system work greatly on another server.
Example:
PC kills 10 goblins for 4 xp each. Each goblin then after gives 2 xp each for five or ten more kills. Each goblin then after gives 1xp, etc. The player is then forced to take the time off to "rest" his character at a respective tavern / town / outside camp and RP with individuals. He will still be able to go out for events and the like, just with less a reward for killing mobs. Maybe even the same could be done for repeated statics?
With Combat XP the entire system was based on the older-style spawns and an expected number of spawns per point and actually needed builder intervention to properly set up. I assume no one did this and it rarely was properly implemented.
With quest XP, it was static across time -- meaning if you did a quest a second time a year after the initial vs a week after the initial, you'd still end up with the same XP.
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.