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Post by destroyer on Apr 27, 2005 16:43:12 GMT -5
The Isle of Gron runs several custom xp scripts. Each type of xp is based on a ratio of difficulty to character strength, times some multiple. Currently xp is awarded for: Time in combatYou will be awarded xp for every combat round you fight based on the total challenge rating of all hostiles in sight divided by the total levels in your party. KillsYou will be awarded xp for any monster you kill based on it's challenge rating divided by your character's level. QuestsAll quests are given a quest rating which is roughly the level a character should be to complete the quest. Quest xp is based on the quest rating divided by the parties average level. You will also receive a number of mana crystals equal to the quest challenge rating. Disarm TrapXp is awarded based on the difference between the trap DC and the character's disarm trap skill. Pick LockXp is awarded based on the difference between the lock DC and the character's open lock skill. Some modifications and more detail can be found here: isleofgron.proboards25.com/index.cgi?board=Discussion&action=display&thread=1117243805
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Post by destroyer on May 30, 2005 17:42:39 GMT -5
Several people have asked me why the Isle of Gron experience point (xp) awards are so low, or mentioned that they get little or no xp for tough fights. This is not the case!
The reason xp may seem low is that most players a used to receiving a large chunk of xp for killing monsters. The only time you will see that happen on the Isle of Gron is if you kill a monster very quickly, such as with death magic. Xp is awarded per round in combat, and this is removed from the eventual kill points. This has the effect of awarding xp in much more frequent, but smaller chunks.
If you want to compare the xp you are getting, I suggest you count the xp you get in one hour of play. It is my expectation that players should get 1000 - 2000 xp per hour. At that rate you should achieve:
lvl 5: 5 - 10 hrs. lvl 12: 33 - 66 hrs. lvl 21: 105 - 210 hrs. lvl 30: 217 - 435 hrs. lvl 40: 390 - 780 hrs.
No, xp awards do not increase with level. It will take longer to level as you progress. A casual player should reach lvl 21 in about 6 months. A regular should reach lvl 30 in about 5 months. A nwn junky with no rl should reach lvl 40 in about 2 months.
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Post by Lord Surge on May 31, 2005 11:08:24 GMT -5
I apologize in advance for the barrage of questions, but I'm curious. Here is my question. What is the cr of, for example: A White Slaad? It's rated impossible for Lil Neese, so it's (at the least) 28. So: If I time-stop and spam empd' igms, igms, and still'd igms it (might) die in say 5 rounds. So 75*28 (2100) / 23= 91. In theory, if a level 23 individual was able to kill said creature in ONE round, it would give 91 exp. However: Most higher level creatures are signifigantly longer to (eventually) kill. So does the per round exp go away after the limit (91) is reached? Or does it keep going so the pc loses exp when they kill the monster? (lol) Also, are summons included in the average party level? Or just pcs? Take a lower level example: Random G. Uy a level 10 Fighter confronts an angry Jabberwock, who's cr is 15. 15*75 (1125)/10=112. BUT: lets say a level 1 gets lucky and finds a big bad M. onster (cr 20) with 1 hp left and no regen. They pop a magic missile at it, and kill it. 20*75(1500)/1=1500. So yes, its possible to get decent exp in this system. Just requires some thought... But how about increasing the number as the pcs level goes up perhaps? (maybe 75 1-10, 80 11-20, 85 21-30, 90 31-40) This *minor* increase in the number would allow for higher level pcs to fight the incredibly tougher foes with a slightly better reward. (Or not ) If that's a problem it's no big deal. I only want a level so I can hit 24 and get a decent summon who doesn't die in one round against the enemies my level [btw, I know it's the wrong thread but will there eventually be new items//spells which allow for summoning of different creatures/effects then standard? Just mildly curious, and of course patient in knowing that such things don't happen overnight.] (edit) Maybe add in a function so if a character takes damage they're included as 'in battle'?
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Post by destroyer on May 31, 2005 18:57:24 GMT -5
Some well put questions, thanks Lord Surge.
Yep, it's 28. If you take longer to kill it you will get more round xp. But if you delay uneccessarily, you could be killing other critters instead - or progressing toward quest xp, so you do yourself no favours this way. You will get a minimum of 7.5 * PatrySize * CR / PartyTotalLevel for the final kill (awarded to each pc in the party). You will not get negative xp.
Nice try but, sorry no. The round xp is stored as a local variable on the creature so it doesn't matter who harms it, the kill xp will have allready been reduced. You would however get.
7.5 * 1 * 15 / 1 = 112.5 xp for the kill.
No. Xp scales with CR. There will be no aditional scaling. Higer levels will take longer to achieve. Unfortuanately we are still thin on areas for bands 4 & 5, but they are our main priority so keep exploring.
I like the idea. I am not "up" with moding spells yet and I will say there will be no hak pack for Isle of Gron other than CEP. If you have seen them in the vault or built some of your own you would like us to consider let us know. Otherwise it will sit for a while on the feature requests list.
I can see no way to catch events that happen to pcs, such as on_attacked, on_dammaged. It seems to be one of the limitations of the toolset. Treating a pc with less than max HP as in combat would be a major exploit. Can you tell me more specifically what situation you are in that you consider "in combat" but the xp system ignores?
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Post by Lord Surge on May 31, 2005 19:47:31 GMT -5
Thanks for the quick reply. Not complaining by the way, just asking questions I already got way higher then I should be lol) Well, basically what I mean is when a player takes damage (like from archers on a mountaintop you can't reach) and doesn't retaliate, but I suppose that isn't particularly important. Good to know about the round exp stored as a local variable I'm glad to learn there won't be any hacks, as That means I can continue playing here. I've seen spells modded before without hacks, so I'll be asking those dms//builders how it was done. (ie: Magic missile fires 1 missile per level cap of 20, caps adjusted for dice on lower level spells, etc)
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Post by destroyer on May 31, 2005 21:37:26 GMT -5
I see what you mean. If you are engaged in long range combat you may not see any round xp. The reason is that although the xp script recognizes you as in combat it only considers enemies in a 30m radius. This is a bit more than the average creature's sight range. I have tried varying this with the following results. If the radius is increased much more, you get xp for hostiles in the area you are not engaged with. If I reduce it the problem you described increases and back line fighters (archers / mages) get less xp. Also I don't want the xp script looping through the entire area as it is already a fairly heavy load on cpu cycles.
If I could find a better way to determine who is actually engaging you I would use that. The problem is that GetIsInCombat() is not very reliable. GetIsSeen() and GetIsHeard() don't necessarily mean that creature is attacking you.
The good news is that if you are not getting round xp, then none is being deducted from the targets kill value, so you should get a big chunk when you finish him off. Though I have not checked this...
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Post by destroyer on Dec 6, 2005 4:08:09 GMT -5
The xp system has been tweeked a bit since these posts, and more reliably detects combat situations. You will now be considered in combat if: - you attacked a creature last round, or - one of your associates attacked a creature last round, or - one of your party members attacked a creature last round, or - A hostile creature has seen or heard you.
The round based xp system will then consider all creatures within 30 m of you plus your current target as counting towards combat xp.
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