Now Discussion of "Test Avlis XP and Loot"

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Post by Tigg » Tue Jul 24, 2007 2:54 am

aquasoup wrote:Why is it bad if your high playtime RP-ers get a bit disenfranchised? Well actually they are often your social lynchpins, unlike myself who's just some whiney peasant shouting from the sidelines - these are the people who run your major guilds and shops and plotlines, the people who invest above and beyond and the folks who are the recognisable stalwart pillars of the community everyone is used to seeing around all the time.
You're proposing this as the danger of the new system, but the data says otherwise. The data says that the 'social lynchpins', as you call them, are almost all getting less than 7k xp per week. * Chomp * Just because you saw a cap fail elsewhere does not mean it will fail here, * Bite *. The xp system here is a customized one, the player base here is unique, the quests are custom, so on an so forth. * Rawr *


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Post by MadK@ » Tue Jul 24, 2007 4:23 am

If I may interupt this horrid discussion for one moment and say this new system is not only about xp but a new loot system too.
If anyone is remotely interested in this please head on over to the test server and try it out and then head on over to the skinny feedback thread and help us out.
:)
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Post by Tigg » Tue Jul 24, 2007 4:47 am

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Post by Jaybob » Tue Jul 24, 2007 7:00 am

MadK@ wrote:If I may interupt this horrid discussion
:)
ya'll asked for feedback. this is feedback. don't say ya'll dint expect it!

:)
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Post by Jaybob » Tue Jul 24, 2007 7:01 am

y'all
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Post by Jaybob » Tue Jul 24, 2007 7:01 am

Jaybob wrote:y'all
or whatever it is those people say.
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Post by MadK@ » Tue Jul 24, 2007 7:54 am

This thread stopped being feedback about 5 pages ago.
Feedback on the actual system presented not what if or but.
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Post by Calzier » Tue Jul 24, 2007 9:22 am

Deider wrote: And while we're talking about adding 'realism' to XP, can someone raise the horsoliches of letting rogues get XP for using rogue skills and casters getting XP for casting spells?
Can rogues have XP for skills and casters for spells? :twisted:
Deider wrote:Has anyone here actually played D&D PnP? All these systems you propose calling for 'realism' in combat... have never existed in D&D. And the designers knew what they were doing when they did that... and if Gary Gygax were dead he'd be spinning in his grave so fast as to power a turbine that could light New York for weeks.
Gary Gygax's system provided XP for monster kills (far more than given out on Avlis) and XP for treasure found (1 XP per gp value). Classes also advanced at different rates, with it taking 3 Million XP (or thereabouts) for a Magic User (Mage, Wizard, depending on the version of the game you prefer) to reach 18th level. Thieves (Rogues) advanced the fastest, from memory.

My prefered XP solution would be to rip out the 3e version, and go back to a (tweaked) version of 1st Ed (tweaked to allow for 3e - style multiclassing), but I can't see that happening.
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Post by gwydion2 » Tue Jul 24, 2007 11:33 am

Nob wrote: The entire point of having a hard cap is to remove any semblence of worry and get rid of ANY stigma to adventuring so that even if you do spend 16 hours a day playing and 14 of those in a dungeon of some sort you can't BE a powergamer because It's JUST NOT POSSIBLE to accrue more xp than what should be considered "healthy" from the simple perspective of character development.
I think this is the key argument to me. A cap means that you can't accuse someone of powergaming, because all the monster xp he earns will be up to an amount that is officially team sanctioned. The team has certified this rate of xp gain as legitimate so we can all stop pointing fingers.

The point Aquasoup raised, that some people will grind up to the cap then stop playing for the rest of the week, might have some validity if the cap was too low. As it stands, only a minority of the regular players will hit those caps more than once every few months. Even those who have earned more than 7K a week, have got a significant fraction from other sources than monster bashing.

The people who will be seriously affected by this are not the well known mainstays we all know, but people who run from one dungeon to another intent on leveling. If this encourages them to play alts and broaden their experience, so much the better. Maybe they will slow down and learn a different play style.

One related point that did occur to me, is that it might be a little too easy for low level characters to hit the cap, when partied with high levels. Epics probably won't be seriously affected, but the party xp system may seem odd to low levels. If it's too easy to reach the cap, newbies might spend less play time.
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Post by KaiRal Windspar » Tue Jul 24, 2007 11:39 am

Okay, fishing ONLY for hard numbers here - meaning: If you don't have them, don't bother to reply!

Would anyone that has logged on to the Test server and tested the new XP code and has actually HIT the 7k XP cap in a week please post the following information;
  • - your party makeup (Levels, classes and races, to track XP penalty and custom races/ECL, please),
    - A rough estimate of the time it took each party member to reach that 7,000 XP cap.
I would appreciate any and all responses either in a PM to myself or to the feedback thread.

Thank you, have a nice day.
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Post by KaiRal Windspar » Tue Jul 24, 2007 11:43 am

Oh, and one other detail, please;

- The area (Warrens, Slavers, etc.) you were testing gain in.

Thanks!
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Post by aquasoup » Tue Jul 24, 2007 12:34 pm

Jaybob wrote:
aquasoup wrote: My point has always been in very simple terms, what happens after that 7k, why flat stop, why not either have a law of diminishing returns so you get steadily more xp penalty upto and over the 7k, what's called a soft cap.
that's not a bad idea, but it may require so much work (i have no idea) for the team to implement, that it may be better to try the planned one out for a little while first. Although the planned change is being tested by us, there's really no way to see how it will work with our real characters and in the real-world Avlis until it gets implemented.
Just for Jaybob, here's the maths, it might look a bit complicated, but I'll try and explain it as clearly as I can - I'm not really a maths person so bear with me.


The aim is to create a system where instead of getting a constant value for the same kill until you hit 7k inside this week and it suddenly cuts off, instead you have a gradient that trails off to almost nothing but never quite reaches it.


okay lets say X is the normal value of a kill, this is the current figure that's produced depending on your party size and levels and CR's and all the other things that go intro producing how much killing that last giant was worth.
Lets say the giant was worth 200, i.e X=200.
Next up in order to have any sort of 7k cap, you have to have been tracking how much xp people have got inside this week in order to tell when they're got to 7k of course, so lets call this Y, i..e total xp got this week.

We're going to make a little formula to produce a value of P, basically a multiplier to adjust how much that last giant kill is currently worth to you after all other calculations, solely depending on how much adventuring you have done this week.

To produce our gradient, we'll set a midpoint of 3000 say, anything before 3000, gets a touch more xp anything after gets increasingly less. To do that, you use a fairly simple statement to produce the multiplier P.

P=1+(3000-Y)/10000)


Alright I'll try explain how that works, if you have say 1150 xp accrued so far this week, then 3000-1150=1850, divide 1850 by 10,000 gives you .185 then finally add that to the 1. So your end value for P is 1.185.


That giant that's worth a flat 200 is currently worth to you 200*1.185=237 because you have only got 1150 xp so far this week.

Going over that again, to produce the value of current kills you times X the normal kill value determined by current situation, by P the multiplier for how much powergrinding you've been doing so far this week ;) to produce XP.



Computers can naturally simplify the end product of sums for you, so you give the XP product the properties of a whole positive number, i.e. if the sum comes out as 1.253 the computer says that's a 1,
0.241 is a 1,
-398.25 is a 1,
1.49999 is a 1,
1.5 is a 2,
2.237 is a 2
and so on. The computer cleans it up to give you neat 1 2 5 23 whatever at the end.

Of course that last kill has changed your Y value, you've now got more xp this week, so if you kill another giant in exactly the same way, the new 1 will be worth 200*1.1613=232.26 which the computer will clean up to be 232.
If you want to look at it another way, you start out with a 1.3 multiplier at the beginning of the week, if you just got 237 xp for a kill, it lops 0.0237 off the multiplier giving your next kill value a multiplication of 1.2763.
The formula changeover at the 3000 we picked just means you get more XP before 3000 and less after it.
For example when you have 5600 xp so far this week, that giant kill is worth 200*0.74=148. If you get upto 12350 xp that giant is worth 200*0.065=13. If anyone gets to 13001xp in that week, the formula goes negative and everything beyond that produces 1xp as you have your XP value set to return positive whole numbers..


It naturally slows down your xp, making it harder and harder to powergrind the more you are doing inside your basis period, which is a week currently, but it never entirely stops you dead, because XP is a whole positive number, it's always going to produce a minimum value of 1, but I think people will get noticed killing nearly a million crop rats, if that bothers people give the XP properties of a whole integer ie. zero or above, so it can also produce zero on anything 4.9999 and below.


The 3000 was just an arbitrary pick, but it essentially puts you on track for your 7k target with a bit more before 3000 that week and steadily less after. You could go for 1000 for example if the fact that the soft cap allows progress, if increasingly slower progress beyond 7k, is an issue.



Additionally it's worth pointing out that when most kills are worth alot lower than 200xp to folk, you are going to see the 1xp per kill cutoff much earlier than the above examples. if you want to cutoff to 1xp or the zero option earlier - just subtract something from P before it's used to multiply, i.e. P=0.8+((3000-Y)/10000) so starting you out from a 1.1multiplier and dropping from there.



There's an example of the maths for one type of softcap, if it's any interest to folk or not.... cue the comedy pictures :P
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Post by Pathos Street » Tue Jul 24, 2007 12:54 pm

Monty Python wrote:Counsellor Well I now have the results here of the interviews and the aptitude tests that you took last week, and from them we've built up a pretty clear picture of the sort of person that you are. And I think I can say, without fear of contradiction, that the ideal job for you is chartered accountancy.
Anchovy But I am a chartered accountant.
Counsellor Jolly good. Well back to the office with you then.
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Post by Grunt » Tue Jul 24, 2007 1:03 pm

aquasoup wrote: ...Formula...
Q: How does this soft cap enforce the team decision of not being able to to get to level 20 in under 6 months only from killing monsters?

A: It doesn't.

Your numbers (.241 rounding UP to 1???) indicate that they would never receive 0xp for anything. Thus be able to grind beyond the imposed limits. If you think people won't grind 1-2XP monsters to infinity...well... the majority of monsters out there give epic characters 0, or d3 XP. They'll grind.

Show us a formula that actually addresses NOT BEING ABLE TO GET 190,000 XP IN UNDER 6 MONTHS FROM KILLING MONSTERS... and then we'll talk.
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Post by gwydion2 » Tue Jul 24, 2007 1:40 pm

As long as we are just speculating on formulae :)

It's not impossible to have a system which combines a soft cap with a hard cap.

You could create a formula where people get diminishing returns after 3,500 xp but still have to deal with a hard cap at 7K.

Less people would hit the hard cap and stop gaining xp completely, but it would be a lot of effort to get much more than 5K at which point almost everything is giving 1-2 xp. Serious grinders would be stopped by the hard cap but people wouldn't be hitting the hard cap early in the week through normal play.
It might also reduce the xp of people who find one dungeon they can rapidly gain xp in, to get their "weekly quota". It would stop seeming so easy after a while, but still allow you to keep gaining xp slowly up to the hard cap.

I still think the currently under test system is a good one. Always worth considering possible tweaks though.
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Post by aquasoup » Tue Jul 24, 2007 1:44 pm

ah okay, you missed the bit where I said you can set the properties of XP as a variable to whole integer rather than whole number - i.e .499999 and below rounds down to zero.

Therefore at the point in your week your multiplier dips below 0.33 recurring then D3 monster xp can only produce zero not 1.
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Post by aquasoup » Tue Jul 24, 2007 1:52 pm

having XP round .49999 and below down to zero means you will effectively have a hardcap in place, which may make everyone more comfortable.

I'm more of the philosophy that 10 hours should always be worth more than 2hours, it just makes everything work better imho, whether it's 10hours crafting produces more advancement than 2hours or 10hours at events, or 10hours RP-ing swordform training or whatever, so I tend to think in terms of 1xp as a base minimum.


Also do bear in mind, this formula is only about monster XP it does nothing about stopping people questing to 190,000xp in whatever time they can do it. As such it's never going to be sole saviour of the 6months to 20 target.
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Post by aquasoup » Tue Jul 24, 2007 1:56 pm

slight addendum to the above, just because 10hours is worth more than 2hours it doesn't mean it always has to be worth 5 times more, but it shold always be worth "more" in some sense.
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Post by darthmullet » Tue Jul 24, 2007 1:59 pm

aquasoup wrote:slight addendum to the above, just because 10hours is worth more than 2hours it doesn't mean it always has to be worth 5 times more, but it shold always be worth "more" in some sense.
Why?

What is wrong with your time being "worth" the rp you put into ....why must xp always play a factor in being the reason you log on?
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Post by Ensoleille » Tue Jul 24, 2007 2:03 pm

Hey Pathos, do you have any more dead horse pictures? I think we need a herd of them for both sides...
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Post by darthmullet » Tue Jul 24, 2007 2:12 pm

Ensoleille wrote:Hey Pathos, do you have any more dead horse pictures? I think we need a herd of them for both sides...
Yeah yeah...I don't mean to be the RP police...I like xp as much as the next guy. But to say that 7k is not enough in a week....
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Post by Calzier » Tue Jul 24, 2007 2:36 pm

I'd love 7k XP a week.. please... pretty please.. any DM out there want to hit me with the cookie wand... I've an alt I haven't played for say 60 weeks - can I have (60*7000) a 420,000XP cookie please...

Seriously, this would all go away if (1) XP were much easier to gain, and you could get them for a lot more IC stuff e.g. first visit to a new area, sitting and reading in a library, interacting with other PCs, whatever, but (2) players received no notification of when XP were received, or their current total. Level-ups would be a pleasant surprise. Both (1) & (2) would have to go together, otherwise the uncertainly - or rather the thought "I'm being really IC, but who cares cos it wont be rewarded" (or at least, 'I can RP being a mage and doing research, but the first rat I meet will chew my head off") - will promote PGing!

Not going to happen though, is it? Still I prefer a return to 1st Ed. style XP, but that's 'cos I remember the DMG with the Efreeti on the cover...
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Post by aquasoup » Tue Jul 24, 2007 2:52 pm

darthmullet wrote:Yeah yeah...I don't mean to be the RP police...I like xp as much as the next guy. But to say that 7k is not enough in a week....
*sighs*

I said hitting a hardcap at full throttle was bad, instead decelerating to either a stop or minimum speed was better - the number itself is irrelevant, it wouldn't matter if the cap was 70xp 700xp or seventy billion trillion xp. Soft caps produce far better results than hardcaps in my experience.
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Post by darthmullet » Tue Jul 24, 2007 3:02 pm

I don't see how thats any different.

Either way, they grind until they hit a cap. If they hit it faster, maybe they'll slow down and start to actually interact...instead of taking the max time to dungeon crawl and finally hit their cap, only to turn around the next day and start all over.

I'm for the hard cap...hit it if you must, and be done.
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Post by Pathos Street » Tue Jul 24, 2007 3:20 pm

Ensoleille wrote:Hey Pathos, do you have any more dead horse pictures? I think we need a herd of them for both sides...
Your wish is my command.

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