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[讨论] 策划文案——杀怪经验分配方式(希望对大家有点帮助)

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发表于 2004-4-27 11:05:00 | 显示全部楼层 |阅读模式

以下的经验分配方式主要是ARPG类型的游戏
1、        第一个杀怪的人获得全部的经验

这种方式下,玩家可以连续先砍几个怪物而不砍死,然后等其他玩家杀死怪物后自己就可以得到经验了。(省心省力,敏捷高的人都可以这么作)
2、        最后一个杀怪的人获得全部经验

这种方式会造成玩家的恶意抢怪,一旦看到要死的怪物,就会出现一堆玩家冲上去疯砍的情况。(高攻击频率的,移动速度快的人都可以做到)

3、        杀怪的贡献度最大的获得全部经验

这种方式会造成,玩家只要砍掉怪物身上超过一半的血,就可以不杀怪物的情况

4、        按怪物的贡献度比例来按比例分配

按怪物的贡献度比例来算算是比较正常的了,但是还是会造成部分玩家的郁闷,明明自己可以拿到全部的经验,多事的家伙过来砍几下,也分掉了一些了。

注:3,4两种方法,还会引发的问题,主要是程序上的:每只怪物的身上都要带一个数组来记录每个杀过自己的玩家扣的血量,怪物不死的时候记录还不能清空。

5、        有时间的概念,仍是按贡献度最大的玩家分得所有经验,一段时间内如果玩家不对怪物进行攻击,则取消这个玩家的贡献度。

这个是我现在想到的比较好的方法了,在地图上作一个时间的全局函数,每隔一段的时间,对所有怪物身上的数组进行扫描,清空两次扫描后数值一样的贡献度。这样既可以迫使玩家必须不停的砍杀掉一个怪物,也可以避免很多抢怪的事件发生。

如果还有什么比较好的方案,请QQ:24109540告知

当然,还有很多的设定
比如:砍怪一半玩家掉线后经验的分配问题;怪物所掉道具的所得权问题,两个队伍之间的问题等等的,这些我就不一一诉说了。还有其实也可以通过设定贡献度的算法来表明的,比如杀怪第一下或者最后一下的人可以得到多少的贡献度等等。

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发表于 2004-4-27 14:03:00 | 显示全部楼层

Re:策划文案——杀怪经验分配方式(希望对大家有点帮助)

暗黑2的经验值计算方式

Characters Under Level 25

If there is only a small level difference between the monster and yourself (5 levels or less), you receive 100% of that monster's experience points.
If the monster is between 6-10 levels above or below you, you will receive between 100% and 5% experience points, receiving fewer experience points as the difference increases.

If the level difference is large (10 levels or more), you will only receive 5% of experience points for that monster.


Characters Level 25-69

For any monster above your level, you get EXP*(Player Level / Monster Level).
For monsters between 6-10 levels below you, you receive between 100% and 5% experience.

If the monster is more than 10 levels below your level, you receive 5% of the monster's experience points.


Characters Above Level 70

For any monster above your level, you get EXP*(Player Level / Monster Level).
For monsters between 6-10 levels below you, you receive between 100% and 5% experience.

If the monster is more than 10 levels below your level, you receive 5% of the monster's experience points.

After experience is calculated, the following penalties will apply. For example a level 70 character only receives 95.31% of the experience.

Level Experience Level Experience Level Experience
70 95.31% 80 48.44% 90 5.96%
71 90.63% 81 43.75% 91 4.49%
72 85.94% 82 39.06% 92 3.42%
73 81.25% 83 34.38% 93 2.54%
74 76.56% 84 29.69% 94 1.95%
75 71.88% 85 25.00% 95 1.46%
76 67.19% 86 18.75% 96 1.07%
77 62.50% 87 14.06% 97 0.78%
78 57.81% 88 10.55% 98 0.59%
79 53.13% 89 7.91% 99 0.49%




As you can see, high-level characters receive only a small amount of experience for killing low-level monsters. Similarly, low-level characters only get a small amount of experience for killing high-level monsters.
You will always get at least one experience point for killing any monster that gives experience.

What happens when two neutral players attack the same monster?
Whichever player makes the killing blow will get the experience.


Experience In a Party
The total experience earned for killing a monster is increased by 35% when a party member of the killer is in the same named area, defined as the "level" on the Automap. Then the pool is divided as explained below:

The total experience earned for killing a monster is divided evenly among all party members. Each member's share of the experience is equal to the member's level divided by the sum of all members' levels. This Experience Share is then multiplied by another percentage, calculated on a sliding scale that is based on the difference between your character's level and the monster's level, regardless of whether you are in a party or not. The sliding scale only applies if the difference is between 5 and 10 levels. With a small difference (5 levels or less), you receive 100% of your Experience Share. With a large difference (10 levels or more), you will receive 5% of your Experience Share. As a result, high-level characters receive only a small amount of experience for killing low-level monsters. Similarly, low-level characters only get a small amount of experience for killing high-level monsters. This is so that a low-level character running in a high-level party won't receive ridiculous amounts of experience fighting high-level monsters that only his party-mates can destroy.

Finally, only those party members within 2 screens of the monster death receive experience.

Do you get any extra or bonus experience for being in a party?
Yes.


Experience Loss In Nightmare and Hell Difficulty
In Nightmare and Hell difficulties, you lose experience each time you die. However, you will never lose a level. Your experience loss (5% in Nightmare, and 10% in Hell) is applied to the difference in experience points between your current level and the next level. For example, If you reached level X with 1,000,000 experience and you would reach level X+1 at 2,000,000 experience, then the penalty is 5% or 10% of (2,000,000 - 1,000,000): 5% or 10% of 1,000,000 points.

You can regain some experience in Nightmare and Hell Difficulty by recovering your corpse
In Nightmare and Hell difficulty settings, whenever your character dies, he or she suffers a loss of gold and experience points. In games of Diablo II: Lord of Destruction, if you recover your corpse at the location of its demise, you can regain 75% of the experience points you lost. If, however, you choose to 'Save and Exit' out of your current game in order to restart and recover your body in town, you will not regain any of your lost experience.

Do you get any experience for killing monsters that were resurrected by other monsters?
No. You only get experience from killing a monster the first time.

Do Hirelings and Minions steal your experience?
No. You don't lose any experience for using Hirelings. In fact, you gain experience, because the experience points from their kills are added to your own experience point totals.

Monster Experience In Multiplayer Games
Monsters' experience value and Hit Points will change with the number of players in the game. When more people join a game, the monsters become harder, and as they leave the game, the monsters become easier. For the ultimate challenge, fight solo against monsters on Hell difficulty in an 8-player game. In multiplayer, when a monster is created, its Hit Points are multiplied by the number of players in the game: (Life = Hit Points * Number of Players). The monster's base experience value is determined by the following formula:

Experience = X * (n + 1) / 2

X = base experience
n = # of players in the game


Upping the Party Members in Single Player and TCP/IP
Typing "/players X", where X is a number between the current number of players and the maximum (8), in the message box will set the effective number of players in the game (in single player, open Battle.net and TCP/IP games only). This will increase the Monster Difficulty, Experience, and Item Drops.


From: http://www.battle.net/diablo2exp/basics/experience.shtml

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发表于 2004-4-27 21:24:00 | 显示全部楼层

Re:策划文案——杀怪经验分配方式(希望对大家有点帮助)

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发表于 2004-4-27 21:36:00 | 显示全部楼层

Re: Re:策划文案——杀怪经验分配方式(希望对大家有点

sea_bug: Re:策划文案——杀怪经验分配方式(希望对大家有点帮助)

暗黑2的经验值计算方式

Characters Under Level 25

If there is only a small level difference betw...

[em14] 表吓人哟!

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发表于 2004-5-12 09:29:00 | 显示全部楼层

Re: 策划文案——杀怪经验分配方式(希望对大家有点帮助

楼主,你好,我想就这个问题和你讨论一下:

按你的第5种方案,依然会造成一些问题,我试举例说明。
如果是一个法师在用大范围的法术练级,这时,过来一个战士,这个战士用高频的强力攻击打了几个怪物各一下(在很多游戏里战士的技能施放远快过法师,威力也强过法师),那么很明显贡献度最大的是战士,但是法师呢?他很多攻击依然是为他人做了嫁衣。这样恶意抢怪反倒比3和4来得更容易。而且你的清空扫描的间隔时间总不可能小于人物的攻击频率吧。

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 楼主| 发表于 2004-5-12 23:17:00 | 显示全部楼层

Re:策划文案——杀怪经验分配方式(希望对大家有点帮助)

可以设计使用大面积法术会非常耗魔,这样玩家一般不会拿来杀怪

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发表于 2004-5-13 11:16:00 | 显示全部楼层

Re:策划文案——杀怪经验分配方式(希望对大家有点帮助)

那么这种法术将成为垃圾,至于为什么,很简单,大面积法术不能伤害太高,对不对?否则游戏里将没有法师的对手(就算延长施法,两个法师的组合也是无敌),攻击太低又耗魔法,谁用?既然不能PK又不能练级,设计来干什么??楼主请思量。

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 楼主| 发表于 2004-5-14 09:31:00 | 显示全部楼层

Re:策划文案——杀怪经验分配方式(希望对大家有点帮助)

单纯的把法师的大面积法术提出来说是没什么必要的,游戏的平衡应该是跟其他几个职业之间的平衡,如果有魔抵抗的属性存在,那么这类的人就可以成为法师的克星。还有设计的大面积法术还是可以设计为伤害大的,延长施法时间,增加耗魔量都可以的,两个法师的组合要平衡当然要考虑多个玩家之间的平衡的

还有,游戏中高级人物如果要抢低级人物的怪,一定要抢的话,一般是没有什么办法的,虽然我们可以设计高级玩家在低级玩家区域杀怪没有经验,但是还是品行不好的玩家硬要抢肯定是没办法的,这个还需要GM来配合了

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发表于 2004-5-16 09:26:00 | 显示全部楼层

Re:策划文案——杀怪经验分配方式(希望对大家有点帮助)

这不是单纯拿一个东西出来说事,而是在策划中应该考虑的东西,尤其对于网络游戏,一个小小的技能改动就可能牵涉很多玩家的利益(剑侠情缘OL是极好的例子),导致游戏玩家和公司本身的利益受损.
至于你说的抗魔属性,我觉得很有问题,如果前文讨论的战士也有抗魔属性,请问还让别人混吗?另外,这意味着这些人可以去魔法攻击属性的怪物地区作战,也就是说要考虑怪物分布区域的问题。至于大面积法术,这个问题,你仔细想想现在的网游中是否有高伤害(指有效面积内的单点伤害)的大面积法术存在就明白了。
虽然只是一个法术,虽然在玩家看来放一放就完了,但是依然是和游戏有着千丝万缕的联系.经验值的分配肯定牵涉诸多方面的改动,作为一个合格的游戏策划应该考虑此改动对于各方面的影响,如果你仔细阅读一下WC3的版本更新的资料,你会发现造价、生产速度、装甲类型等等的变化导致WC3中战术手段和思想变化的浪潮不断。做一个好的游戏策划绝非挖东补西,而是要整体地看待游戏中每一个子系统的变化更新。

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 楼主| 发表于 2004-5-16 21:45:00 | 显示全部楼层

Re:策划文案——杀怪经验分配方式(希望对大家有点帮助)

呵呵,所以我没说这个缺然后来补的啊,这些是要全部考虑好再来做的,就像我上面提的做法一样,仅仅是其中的一部分,所以如果硬要说好,说不好,都没怎么好说的,没拿到游戏中也不确定到底好不好。

我提的东西只是一个考虑的东西而已,比如加了时间因素等等这类大的东西啊,具体的做法,每个游戏都会不同,没必要一定要争论出一个好或者一个不好来,还有什么要考虑的,想到就请告诉我
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