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Jan 29th, 2017
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  2. (22:29:29) NiceIce: i'm not even laughing at my own shit jokes.
  3. (22:29:39) Musical: Mmmmm I think I am biting off a perfectly appropriate portion as of now N
  4. (22:30:11) StupidStudiosN: Also, because Im bored, heres an overcomplication of my username
  5. (22:30:11) Musical: exp rates, however, that is a totally different story
  6. (22:30:12) StupidStudiosN: UnintelligentDeveloperWhomHasThe​InitialOfThe14thLetterInTheLatinA​lphabet
  7. (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
  8. (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?
  9. (22:35:32) StupidStudiosN: Sure
  10. (22:42:29) Musical: So, for level-up requirements I want to either:
  11. A) Start at 6, then multiply that by 1.5x (9, 14, 21, 32, 48, 72, 109, etc)
  12. 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
  13. (22:43:20) Musical: B is using the Fibonacci Sequence, A is just a flat out 1.5x multiplier
  14. (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
  15. (22:44:02) StupidStudiosN: That one sounds good.
  16. (22:46:30) Musical: Okay, for how the exp gained from an enemy is decided, though...
  17. I want the exp earned to be maybe (Defense Stat + [Max Health/10] - Assist Level = Exp gained)
  18. (22:47:06) StupidStudiosN: Jeez. That seems a little much just for the EXP.
  19. (22:47:44) Musical: Much, as in "Too much gained for the exp requirement" or "too complicated"
  20. (22:47:50) StupidStudiosN: Too complicated
  21. (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. (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.
  23. (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
  24. (22:49:29) Musical: Oh, I understand then
  25. (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.
  26. (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
  27. (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.
  28. (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
  29. (22:55:55) StupidStudiosN: That way, you can make it more rewarding for players to challenge foes twice their size. ;)
  30. (22:56:52) Musical: That is true, and I can even base non-exp rewards on this scale too
  31. (22:58:12) Musical: You're up to date with enemy drops, right? Like, you know about item drop rates, zenny, etc?
  32. (22:58:34) StupidStudiosN: Nope
  33. (22:59:02) Musical: Lovely
  34. (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.
  35. (22:59:17) StupidStudiosN: (Its a really sad existence)
  36. (22:59:21) StupidStudiosN: Anyways, go on.
  37. (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)
  38. (23:02:56) StupidStudiosN: Okay... Go on.
  39. (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)
  40. (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??)
  41. (23:05:38) StupidStudiosN: Yup
  42. (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...
  43. (23:06:42) StupidStudiosN: Mhm.
  44. (23:06:54) StupidStudiosN: I would suggest making the middle ground a 5-Star
  45. (23:07:15) StupidStudiosN: That way, a 10-Star would have a 2.0x multiplier, and my OCD will be satisfied.
  46. (23:07:30) Musical: Ah, I know where I got this idea
  47. (23:08:07) Musical: Kid Icarus Uprising! Don't you get a loot multiplier thing for making the stage harder in that game?
  48. (23:08:29) StupidStudiosN: Why, yes indeed, Pitty-Pat. ;)
  49. (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?
  50. (23:10:30) StupidStudiosN: Simple. Just make the 4-1 Star monsters give a multiplier of .85, .70, etc.
  51. (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
  52. (23:11:31) StupidStudiosN: Where ever you think a good middle ground multiplier would be, go for it.
  53. (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).
  54. (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)
  55. (23:15:05) StupidStudiosN: Oh, you mean like the Cheetah General that nearly vanquished a trans-dimensional being?
  56. (23:15:54) Musical: yes
  57. (23:21:27) Musical: Speaking of Mystery Mansion, though, I've made a ton of updates to it and I love all of the
  58. (23:22:30) Musical: For example, quests and dungeons are actually a thing now
  59.  
  60. 0/1040 Submit :):(;):P:D:|:O:?8o:-):-(>:-D:roll:B):bass::disco::rhythm::cutman::idea::light::wily::cossack::kalinka::sarcasm::auto::important::help::rush::tango::met::favorite::zenny:b i u Quote Code
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