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Showing content with the highest reputation on 01/07/2021 in all areas

  1. 1 point
    Beast Boyz

    Adressing Power Leveling ?

    Before starting a github topic i wanted to know what are you using to adress the problem of player capable of power leveling in party with the xp Share issue or if there are things built in the engine that adress it and i did not see. I will list the problems/Solutions i have with this, feel free to add your own problems of offer solutions. Problem Stating : - I want player to be free to party with their friend without having to be bothered by levels restricted access and have fun with them no matter their level. For that, my scaling (Level 1 to 100) is made so the players feel useful even when they are low levels. However, as monster give more xp when they are higher level and as i have a 15% XP increase per level, A high level player can PL a low level way too rapidly. Solution: - Make a restriction so a player cannot get more than 1% Xp needed for his level for one "normal" monster (Configurable with a "Label" Type Monster, ex Normal = 1%, Elite = 3%, Boss 10%, World boss =25%, etc...) Exemple : A level 19 player need 5000Xp for his next level and he's in a party with a player level 78. They fight level 78 monster wich give 16000Xp. In the actual engine the level 19 player would gain 16000/2= 8000Xp from the monster, way more than a complete level. With this solution As the 8000xp exceed the threshold of 5000*0.01 (1%), the level 19 player would get 50Xp (Still way better than a level 19 monster who give 25xp). ____________________________ So what solutions do you use or plan to use to adress the power leveling ? Are you interested in the solution i've explained ?
  2. 1 point
    Not perfect, but here's a timed solution: Set a global variable "Server Time" set on Sytem Time and a "Lock" Variable When the player enter the room, set "lock Variable On" and nobody can enter while it's on. Then the player have (As an exemple) 10 mn to do whatever he have to do in this room. Set a second Global variable "Lock Timer" wich use the "Server Time" as base and add 600.000Ms to this variable (For 10 mn). When the "Server Timer" Var is superior or equal to the "Lock Timer" var, set the "Lock" var to off. The room will be unlocked. If the player need more time you can make a checkbox(When it's approaching the end) for player inside to add time, you can also add monster to kill inside (or lever, or switch, or whatever) to add time to the timer. More explications in this topic too :
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