• Log in or sign up for an account here: https://www.sythe.org/login

Experience... *READ*

Which one...

  • System 1

    Votes: 4 16.0%
  • System 2

    Votes: 5 20.0%
  • System 3

    Votes: 16 64.0%

  • Total voters
    25

I Rape Jagex

Active Member
Joined
Jun 12, 2007
Sythe Gold
0
Messages
144
Age
36
Location
Miami (Bitches!!)
Will a Moderator please change the title to [For Migration - Experience System]

Ok, there are a couple ways we could do this.

Number 1: You have an overall combat level not effected by your skills.
Your skills are preset for each class you choose, no other class has your skills,your combat level has its own experience.
Each time you gain a combat level you gain 1 skill point and (insert number here) attribute points
You put your skill point into your choosen class specific skill, and your atrributes into the base stat (this is the same for all classes).

Or

Number 2: The basic system. all skills are the same for each person. Experience is gained by kill or by activity done. (Runescapes System)

Or

Sythes Experience System

I suggest we redesign the XP paradigm instead of mindlessly following it.

Perhaps we could combine skill metrics (measures of real user skill) with the traditional xp per kill system.

For example if you miss 90% of the enemies attacks and hit 75% of the time, then you should get a better score than someone who kills the same enemy but gets hit more often and misses the target more often.

Further, successfully blocking attacks, dodging, aiming, etc should contribute to a fixed set of player stats. So if you are really good at dodging then you get more agility points which makes your character faster, which makes you still better at dodging. This is called a positive feedback loop.

In addition to the xp automatically gained on the skills you use while fighting, you might accure bonus points which can be added to any skill later, or turned into gold as was suggested above.

In reward for your efforts I think monsters should drop gems or something. INRL certain whales have a highly valuable substance inside them which is used for making fine perfume. Using this same concept we could develop a range of monsters each with different kill values plus or minus a random amount.

This way you could start off killing low level monsters for no profit until you've established your skill set (by being a skilled player in real life) then you could move up to other players and valuable monsters.
 
Not sure if srs or just newfag...
I suggest we redesign the XP paradigm instead of mindlessly following it.

Perhaps we could combine skill metrics (measures of real user skill) with the traditional xp per kill system.

For example if you miss 90% of the enemies attacks and hit 75% of the time, then you should get a better score than someone who kills the same enemy but gets hit more often and misses the target more often.






That part of it
 
I like the traditional exp system better, since you can't control how you dodge shots in a game like this one.. The traditional system is also much simpler.
 
I like the traditional exp system better, since you can't control how you dodge shots in a game like this one.. The traditional system is also much simpler.

Actually sythe posted on another thread that it will take skill, IE like a fps game, moving around during combat to dodge attacks, and when to attack.
 
System 3, but would it decrease your aim% somehow if you just slash air just for fun when running or something?
 
im taking a liking to system 3, it sounds unique, ive never heard it before, and thats what this game needs

You never heard of it becuase Sythe made it, its a great system idea...

System 3, but would it decrease your aim% somehow if you just slash air just for fun when running or something?

I dont think it would, but its not my system im just supporting it. I think it would only decrea/increase or w/e if you hit an actual enemy or player...
 
<3 n4n0
Discord Verified
Two Factor Authentication User
Community Participant
Spam Forum Participant
Sythe's 10th Anniversary
Sythe Awards 2011 Winner
I think a comibnation of the last two could work nicely
 
Clefairy
Supporting Business
Discord Voice
Jigglypuff
Hell yeah boooi
Poképedia
Who did this to my freakin' car!
Dat Boi
Dolan Duck
Dolan Trump
I'm LAAAAAAAME
Live Free or Die
Mew
Mewtwo
Poké Prizebox
Rust Player
Sythe Awards 2016 Winner
Sythe Awards 2017 Winner
Sythe Awards 2019 Winner
Tier 3 Prizebox
Toast Wallet User
System 3, but would it decrease your aim% somehow if you just slash air just for fun when running or something?

A valid point. We would need some sort of battle engagement system like most games have, where you have to do damage to the enemy or they do damage to you before you are in a battle where skill metrics are taken.
 
A valid point. We would need some sort of battle engagement system like most games have, where you have to do damage to the enemy or they do damage to you before you are in a battle where skill metrics are taken.

Or we could automatically have you lock on to that enemy and that would determine whether or not you hit?
 
How are you going to migrate this? You have to maked a thread with one idea and poll whether it should proceed or not.
 
I vote for which ever system is the regular RPG system, which levels you up then gives you skill points and AP to add.
 
I have played both styles and I prefer the first. It allows you to level
everything evenly without having to waste time/money buying other
weapons etc.
 
Runescape Gamblingrunescape gambling
Back
Top