(emphasis added)Rusty wrote:XP is awarded by:
1. Combat XP (usually automated)
2. Scripted XP (usually from a static quest)
3. RP XP (0-8 xp IG/hour, by script or DM calculation)
4. Quest XP (20xp/CR)
5. Bonus XP (usually 10-20 XP)
Thoughts on how we want to implement this? For NWN1, it was a simple time accumulator that was optionally installed on a few servers- Sanderman wrote the code, I went back and fixed some bugs in it later. Important points:
1. Measured login time with no real way to track "activity level"- movement, emotes, lines spoken, etc- we never found a good way to monitor this without burning extra CPU cycles. TPI's scripts supposedly had some methodology for this, but they were deemed too difficult to extract from the module, I never got the chance to look at them. So, players who log in and leave their PC standing/sitting/lying around tend to benefit from this, whether inadvertantly or intentionally. On one hand, we want to encourage players logging in even if it's just to wait for others, the "no one wants to log in if no one is on" problem is well documented. On the other hand, we don't really want to blur the lines between logging in alone to help the server, and logging in just to collect some extra XP.
2. Gain rate: The NWN1 system had a "throttle" that could be adjusted by any DM on the server - this was intended primarily as a rating of RP quality and therefore RP XP gain rate. In practice, it was used (at least I recommended it's use) as a composite control- flat-out excellent roleplayers, who emoted their way though everything, regardless of whether there was a DM or or not, might still get set to "6xp/hr" rather than "8xp/hr", if they tended to be onserver for long stretches, many days a week. Similarly a PC with acceptable RP who could only play in short blocks here and there might get pushed from a 4 up to a 6. Those who seemed likely to be logging on just for the scripted XP were pushed down to 2 or even 0 xp/hr. Also note that this gain rate (as well as the XP bank) were set and stored on a per-server basis, so in most cases the server team could discuss and form consensus on the settings for each of the regular players.
3. Banking Method: The NWN1 system would bank the amount XP earned when a PC logged out, adding it to any preexisiting totals banked for the same. Before this calculation was done, any other XP gained during that time is/was subtracted from the new gain- meaning a PC who was on for 35 RP XP worth of time, but spent some of that time getting 20 xp from a patrol static quest, would only bank 15 RP XP. Someone logging out after a 150 xp DM quest award, which lasted long enough to justify 54 XP from the scripts, would not have anything added to their banked XP for that session, as the scripts realize they've already been rewarded for that session. That said, players who log out and back in again (or just crash and come back) right before the DM XP award would still get the RP XP credit banked, and the DM Quest reward, since the scripts wouldn't know they had been DMed for the interim.
4. Awarding Method: The final control on the scripted RP XP awards was that they needed DM action in-game to award them- when using the RP XP widget on a DM, the DM channel receives a report on how much "banked" XP the PC has, and their current gain rate. This amount could then be awarded via a conversation option, or flushed entirely if it seemed suspicious. The player receives no information about their RP XP accumulation, just the XP increase when/if the DM activates it. This led to some infrequent dilemmas on the part of DMs, logging in to see a PC with a large amount of banked XP (say, 380xp) with the DM unaware of how that time had been spent. Did the player fall asleep at the keyboard once last week, and hasn't played since? Or wait OOC for hours for their IC travelling partner to show back up after a crash? Could also be they've been RPing their heart out but you've just not matched their times well. In some cases, the amount was awarded in full, sometimes with a congratulatory "tell" (which might nudge for some elaboration on recent activity) and a quiet slide down a notch on the gain rate if appropriate- in other cases, the total would be blanked out, and some (lesser) intermediate value awarded from the DM radial menu in it's place- still encourages play, but may shortchange the player.
Do we want to follow the same model for NWN2-ALFA? Seems to me it had many drawbacks alongside the many advantages of the system.
Pros:
-Rewarded players for playing IC, with or without a DM on.
-Rewarded players for logging in even alone (someone has to start)
-Put control in the hands of DMs, for rate and at the point of reward.
-Allowed DMs to have an ingame idea of who was logging in often
-Kept all banked XP and RP settings internal to a server team (each team makes it's own decisions on how to set the rate)
Cons:
-Required DM action to benefit from a system designed to help people who don't mesh times well with DMs.
-Required "stratification" of PCs by RP level, which could be contentious.
-Did not offer a distinction between time spent AFK and time spent RPing
-slightly exploitable if one logged before every XP reward (v.minor issue)
-Travelling PCs leave their banked XP with the servers they pass through, may never have it awarded if they move on before a DM gets the chance
-Required a fairly high level of knowledge by the DM team on how to use the system.
-Could be viewed as a substitute for DMs actually sticking around to watch and listen to RP.
Thoughts on this? We've got central logging, global ALFAwide persistency, and an efficient ACR to aid us, how might we do it better for NWN2?