Dimrets: What should count as an increment?
Posted: Mon Jul 02, 2007 9:19 pm
So, as part of the rewards system, I guess I'll be implementing our custom system for diminishing returns on spawn points.
Broadly, the number of times a PC has benefited from a particular spawn waypoint will be used to decrease the reward offered by it- this should discourage the serial spawn-point existence that detracts from PW immursion.
Now, more specifically- how should we implement it? Certainly, we could increment a counter each time a spawn point is completely killed off/cleared. The spawn system already recognises this, to decide when to start it's timer for respawn (or not, depending on it's settings). However, this could also mean the industrious PC could keep coming back indefinitely and using the spawn point using the "leave only one standing" strategy to avoid consequence. Alternatively, we could increment on each kill from a spawn point, though that would mean a point that spawns 25 tiny spiders would diminish 25x as fast as one that spawned one ogre.
I'm tempted to try to code something that increments on the first kill from a given spawn point, and then ignores all further ones for that particular point, from that particular PC, for a given timespan (allowing the spawn to be finished off, or left alone, with no further effect in terms of dimrets functionality. If the spawn point resets itself (and repopulates it's spawn children), the lockout would also be cleared.
Could be more trouble than it's worth, but seems like the most reasonable behavior to me.
Here's another one though: who should get their dimrets incremented? Anyone who personally (or via a summon/animal companion) kills a spawned child? All party members of the killer, or just ones nearby? What about unpartied "bystander" PCs who are close to the action?
Also, I assume we're planning to use the same formula as with XP reward for dimrets: have it adjust rewards on the basis of the most frequent visitor to that spawn point- however, in the case of a PC5 who has maxed out a spawn, bringing along to brand-new PC1s- should the PC1's get dimret increments, even though the PC5 kept them from getting any reward from the spawn point? Seems a bit difficult to work out.
Also, most of the suggestions before seemed to base on visits / week or month- so should we have some system to decrement the dimret numbers as well? If so, how is this best handled?
Sorry, lots of questions above- interested in feedback though, before I get to carried away implementing things that don't work the way people want.
Broadly, the number of times a PC has benefited from a particular spawn waypoint will be used to decrease the reward offered by it- this should discourage the serial spawn-point existence that detracts from PW immursion.
Now, more specifically- how should we implement it? Certainly, we could increment a counter each time a spawn point is completely killed off/cleared. The spawn system already recognises this, to decide when to start it's timer for respawn (or not, depending on it's settings). However, this could also mean the industrious PC could keep coming back indefinitely and using the spawn point using the "leave only one standing" strategy to avoid consequence. Alternatively, we could increment on each kill from a spawn point, though that would mean a point that spawns 25 tiny spiders would diminish 25x as fast as one that spawned one ogre.
I'm tempted to try to code something that increments on the first kill from a given spawn point, and then ignores all further ones for that particular point, from that particular PC, for a given timespan (allowing the spawn to be finished off, or left alone, with no further effect in terms of dimrets functionality. If the spawn point resets itself (and repopulates it's spawn children), the lockout would also be cleared.
Could be more trouble than it's worth, but seems like the most reasonable behavior to me.
Here's another one though: who should get their dimrets incremented? Anyone who personally (or via a summon/animal companion) kills a spawned child? All party members of the killer, or just ones nearby? What about unpartied "bystander" PCs who are close to the action?
Also, I assume we're planning to use the same formula as with XP reward for dimrets: have it adjust rewards on the basis of the most frequent visitor to that spawn point- however, in the case of a PC5 who has maxed out a spawn, bringing along to brand-new PC1s- should the PC1's get dimret increments, even though the PC5 kept them from getting any reward from the spawn point? Seems a bit difficult to work out.
Also, most of the suggestions before seemed to base on visits / week or month- so should we have some system to decrement the dimret numbers as well? If so, how is this best handled?
Sorry, lots of questions above- interested in feedback though, before I get to carried away implementing things that don't work the way people want.