I Rape Jagex
Active Member
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
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.



































