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Created February 25, 2010 23:11
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Experience System Goals:
Disincentivize spamming by rewarding risk
(i.e. winning against a single strong target should be more rewarding than winning against the equivalent hp of many weak targets)
(and actually taking damage should be more rewarding than taking no damage)
Reward tactics, better damage with the same tools, more than spamming.
(e.g. rewards for a kill instead of just a hit and run)
(and more experience for damage done)
(and eventually additive use of effects like poison)
Reward difficulty
(i.e. Now: Reward a little more for higher-level-than-you targets.)
(and Later: Reward a lot more for higher-level-than-you targets.)
(i.e. Now: Allow high levels to still get experience from level 1s.)
(i.e. Later: Don't allow high levels to get much of any experience from level 1s. )
Flexible measure of difficulty, minimum gain (for current glut of level 1s), maximum gain (to be adjustable as better defense for higher levels gets put in).
Rate limiting of experience over short time frame, with diminishing returns
(i.e. more than 2 levels per day gets diminishing experience thereafter)
Some (example) Test conditions based on the experience they would give:
Rewarding difficulty represented by level:
Doing X damage to a level 1 < Doing X damage to a level 100.
Level 40 doing X damage to a level 1 < Level 40 doing X damage to a level 40 < Level 40 doing X damage to a level 100
Rewarding tactical effects
No kill < Kill
Rewarding risk & tactics:
No damage % and no injury %
<
Low damage % and no injury %
<
Low damage and low injury
<
High damage and no injury
<
Low damage and high injury
<
High damage and low injury
<
High damage and high injury.
<
100 % damage and high injury %.
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