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- (22:29:29) NiceIce: i'm not even laughing at my own shit jokes.
- (22:29:39) Musical: Mmmmm I think I am biting off a perfectly appropriate portion as of now N
- (22:30:11) StupidStudiosN: Also, because Im bored, heres an overcomplication of my username
- (22:30:11) Musical: exp rates, however, that is a totally different story
- (22:30:12) StupidStudiosN: UnintelligentDeveloperWhomHasTheInitialOfThe14thLetterInTheLatinAlphabet
- (22:31:56) Musical: Like, I have an idea or two, but I dunno if they'd work at all or if (along the road) maybe someone's level 15 Guts Man takes an eternity to level up, or worse, takes a battle to level it up to like 25
- (22:35:22) Musical: Since all of you are/were in mystery mansion/ have experience with actually creating games, can I just bounce some ideas off of you guys?
- (22:35:32) StupidStudiosN: Sure
- (22:42:29) Musical: So, for level-up requirements I want to either:
- A) Start at 6, then multiply that by 1.5x (9, 14, 21, 32, 48, 72, 109, etc)
- A) Start at 6, for each level after 1, the level requirement will be 6+1, then 7+2, 9+3, 12+5, 17+8, etc
- (22:43:20) Musical: B is using the Fibonacci Sequence, A is just a flat out 1.5x multiplier
- (22:43:58) StupidStudiosN: A) Start at 6, for each level after 1, the level requirement will be 6+1, then 7+2, 9+3, 12+5, 17+8, etc
- (22:44:02) StupidStudiosN: That one sounds good.
- (22:46:30) Musical: Okay, for how the exp gained from an enemy is decided, though...
- I want the exp earned to be maybe (Defense Stat + [Max Health/10] - Assist Level = Exp gained)
- (22:47:06) StupidStudiosN: Jeez. That seems a little much just for the EXP.
- (22:47:44) Musical: Much, as in "Too much gained for the exp requirement" or "too complicated"
- (22:47:50) StupidStudiosN: Too complicated
- (22:47:51) StupidStudiosN: Might I suggest just a flat rate of EXP each enemy distributes, based on how difficult they are in battle?
- (22:48:48) StupidStudiosN: Ex: Mentally rank each enemy on a scale of 1 to 10. Based on how you rank them, that will be how much EXP they give, + any extra based on stuff like HP, Damage Output, or even their gimmick.
- (22:49:21) Musical: Yeah, that's why I chose that equation. The higher the enemy's Defense and Health, the higher the exp gain is
- (22:49:29) Musical: Oh, I understand then
- (22:50:23) StupidStudiosN: That way, you can also allow for something like a quest board where, say for instance, a 10-Star monster is loose in the mansion. A player has to track down where it is, fight it, and if they win, they can reap the benefits of fighting a difficult monster such as that.
- (22:52:23) Musical: Ah, I do love the sound of that. The only unfortunate thing is that with the 1-10 scale, I have to do that, and I usually tailor enemies outside of dungeons so the player doesn't have a too hard/easy battle
- (22:55:18) StupidStudiosN: I mean, what you could do with the scale is revolve the 1-10 scale based around how strong the player reading the description is.
- (22:55:22) Musical: And I also like to use equations so I know exactly what numbers I can slip in and just get an instant answer, although I can try your suggestion
- (22:55:55) StupidStudiosN: That way, you can make it more rewarding for players to challenge foes twice their size. ;)
- (22:56:52) Musical: That is true, and I can even base non-exp rewards on this scale too
- (22:58:12) Musical: You're up to date with enemy drops, right? Like, you know about item drop rates, zenny, etc?
- (22:58:34) StupidStudiosN: Nope
- (22:59:02) Musical: Lovely
- (22:59:05) StupidStudiosN: Ive been spending my time recently working to port over videos to vidme, and when Im not doing that or playing games, Im moping about my love-life.
- (22:59:17) StupidStudiosN: (Its a really sad existence)
- (22:59:21) StupidStudiosN: Anyways, go on.
- (23:01:44) Musical: So, when a player holds a Zenny Radar (all regular players have them now) and defeat a monster, they get zenny. Also, the model number of the Zenny Radar determines how much zenny they will get from battles too (e.i: A Zenny Radar 1.10 will give the player 1.1x more zenny than usual from defeated enemies)
- (23:02:56) StupidStudiosN: Okay... Go on.
- (23:03:17) Musical: Monsters have a chance to drop items as well. The items generally have a very low base drop rate, but the drop rate is calculated as [BDrate * (Charisma/10) = Item Drop Rate)
- (23:05:21) Musical: So, if a player were to view a Quest Board, let's say a hypothetical 4-star monster will drop 1x zenny and will have a 1x item drop rate (does this make sense??)
- (23:05:38) StupidStudiosN: Yup
- (23:06:15) Musical: With that, a 5-star monster may have a 1.15x zenny and item multiplier, a 6-star may have 1.3x, 7-star 1.45, and so on...
- (23:06:42) StupidStudiosN: Mhm.
- (23:06:54) StupidStudiosN: I would suggest making the middle ground a 5-Star
- (23:07:15) StupidStudiosN: That way, a 10-Star would have a 2.0x multiplier, and my OCD will be satisfied.
- (23:07:30) Musical: Ah, I know where I got this idea
- (23:08:07) Musical: Kid Icarus Uprising! Don't you get a loot multiplier thing for making the stage harder in that game?
- (23:08:29) StupidStudiosN: Why, yes indeed, Pitty-Pat. ;)
- (23:09:42) Musical: Anyway, I could make the middle ground 5-star, but what if I were to make a penalty for foes under 5 stars?
- (23:10:30) StupidStudiosN: Simple. Just make the 4-1 Star monsters give a multiplier of .85, .70, etc.
- (23:11:00) Musical: I wanted to have a 5 star base and a 1.20x multiplier per star, but if you went to a 1-star monster, then you'd have a... Oh wait, nevermind, you wouldn't have a 0x multiplier, you'd have a 0.20x multiplier, so it could still work
- (23:11:31) StupidStudiosN: Where ever you think a good middle ground multiplier would be, go for it.
- (23:12:16) StupidStudiosN: Make the weak enemies not give much, but still something, and make the strong enemies give good loot, but will likely kick the players butt (Without the proper items).
- (23:14:26) Musical: You know those Guardian animal characters in Mystery Mansion? With the 10-star system, I want them to be 10-star monsters because I already have item drop data for them (they have a small chance to drop a high-rank weapon)
- (23:15:05) StupidStudiosN: Oh, you mean like the Cheetah General that nearly vanquished a trans-dimensional being?
- (23:15:54) Musical: yes
- (23:21:27) Musical: Speaking of Mystery Mansion, though, I've made a ton of updates to it and I love all of the
- (23:22:30) Musical: For example, quests and dungeons are actually a thing now
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