XP

The Man In Black

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The person who makes the monster sets a value based on some synapses in their brain
 

hauptmann

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Figured as much, so it's just random based on what the creator thinks it should be?
 

CrazyMonkeyDude

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We tend to take into account the map its on, monster difficulty and farmability, or what the astral alignment tells us at the time.
 

hauptmann

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I was thinking of a universal XP formula.

Something like this....

XP =
((Monster HP / 5) x 2) +
(average damage per hit x attack speed) x ---------- (slow=1, medium=1.25, fast=1.5)
Move Speed coefficient x ------------------------------- (slow=1, medium=1.25, fast=1.5)
Difficulty Mode coefficient x----------------------------- (as in desired game difficulty-----easy=1.25, normal=1, hard=.75)
(Loot drop value coefficient x Drop chance)------(cheap=1, valuable=1.25, priceless=1.5------common=1 medium=1.25 rare=1.5)
(Sorry for the sloppiness :roll: )

May main deal is the lack of consistency. I feel like sometimes I fight enemies that are 10 times harder than enemies that give half their XP. (And sometimes vise versa)

The formula is just an idea.
 

Dridmar

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CrazyMonkeyDude said:
We tend to take into account the map its on, monster difficulty and farmability, or what the astral alignment tells us at the time.

And if a mapper forgets he accidentally put damage and health multipliers on the entities then you'll get more xp. :wink:
 

Thothie

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As ya reach higher levels, the pain to reward ratio gets worse and worse as it always has in MS (this is called "diminishing return"), but the main things I take into account when making monsters are:

• Intended level of difficulty (and point on said difficulty curve.)
• Is it a minion or a boss?
• HP
• Damager Per Second
• Special Abilities (Paralyze, freeze, etc)
• The likelihood of characters of appropriate level having counters for or resistances to said special abilities.
• Frequency of Appearance (including rate of spawn)
• Other potential rewards (drops, proximity to treasure)
• Surrounding environment (how much the map area favors or disfavors the monster.)
• Location
• Location
• Location

The last three being why you often find a monster in one location on a certain map may be worth less XP than that same monster in another area entirely.

Not saying that every XP decision has been golden nor that there are no monsters in major need of adjustment, mind you, but I can say a lot of careful thought went into some - and maybe not so much so for others. Sadly, more formulaic systems only work when the environment is fairly consistent as is the monster's ability to deal with said, and for any monster that appears more than once, this is almost never the case in MSC.

Adjustment flags (such as speed increases or HP/DMG adjustments) do alter XP at a consistent rate, but this is via a base XP value, and we reserve the right to alter the resulting XP on any given monster, in any given situation, irregardless of adjustment flags, and have occasionally exercised it (although sometimes on the plus side, rather than the minus).

Dridje said:
And if a mapper forgets he accidentally put damage and health multipliers on the entities then you'll get more xp. :wink:
Until we fix it, and/or alter death so you don't get XP from suicide runs against minions. ;)
 

hauptmann

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If a formula won't work with MSC then thats ok.

Would it be safe to say that the "diminishing return" is so steep in MSC due some sort of lack in content? It's an attempt to "slow" player progression perhaps?

Thothie said:
...irregardless...

loooool?
 

FER

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before reaching about 750 hp as zeus said youll get more than enough xp.
 

HumanSteak

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Back then I used to solo train at foutpost over and over again for more than 1.5 year because it used to have the best exp-time ratio. Now people can get past all this mindless grinding in a matter of weeks due to new content so it's not as bad as it used to be.
 
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