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Author Topic: Reducing EXP gain, how would you do it?  (Read 4897 times)

Phlum

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Reducing EXP gain, how would you do it?
« on: September 09, 2012, 04:43:44 pm »

Just my ideas, lets hear yours!

EXP GAIN, FLAWS AND FIXES
So this entire idea revolves around Ihow fast a dorf becomes legendary, this needs fixing so a better XP system is needed. Not an overhaul, rather some changes.

I’ll start with the flaws of the current system,

1)   Is incredibly imbalanced, a dwarf could sit in a danger room for a month to become legendary.
2)   The better a dwarf gets, the faster he gets better. While in reality a person who constantly works can fall into a routine and never learn anything.
3)   Skill has a lack of uniqueness, in reality everyone works differently, but I have no idea how this would be implemented.
4)   I have always thought that an exponential amount of exp should be required for a game

So after about 7 years in a fort I was playing, I saw that I have this.


And this



so my thought was, why doesn’t their Exp gain slow after they pass a certain point. After all, after a point a human will just decide that they have reached perfection in their art and just give up the chance that they will ever be better than they already are. So my first idea to slow the rate of Exp gain is that some dwarves will just quit trying to learn or improve their skills. second, dwarves should have to do more to go from master to grand master than a dwarf to go from dabbling to novice. At the moment master to grandmaster is 3 times as hard to accomplish as novice to adequate. offten that dosn't matter as the dorf just works so fast that he gains 5 times the EXP. 

BRUTE FORCE ,
 is my first (and probably the best) idea where the amount of EXP for another level is greater, the only thing that would be required would be doubling or quadrupling the amount of EXP required to get from level to level, I would think that this idea is the simplest and would work well with negative EXP.

NEGETIVE EXP
Spoiler (click to show/hide)

DWARVES DON’T WANT TO IMPROVE
Spoiler (click to show/hide)


This XP "gain" would be affect all ways to gain XP, hopefully making only a select few of your dwarves in fortress mode become legendary as well as preventing (lengthening) XP grinding in adventure mode.

[edit] I had made errors in grammer.  :-\
« Last Edit: September 12, 2012, 08:54:41 pm by Phlum »
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GreatWyrmGold

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Re: EXP, Anti-Legendary.
« Reply #1 on: September 09, 2012, 05:00:45 pm »

Reducing skill gain for dwarves who don't care about excellence would be neat, but it shouldn't ever kick in until around Great, and with enough work anyone should be able to attain legendary.
Yes, you are suggesting sledgehammer surgery. No, this isn't a complaint; we just need to adjust the sledgehammer until it's scalpelier...I feel an odd urge to mod.
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Manveru Taurënér

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Re: EXP, Anti-Legendary.
« Reply #2 on: September 09, 2012, 07:34:12 pm »

This is definitely an idea I support overall. I'm not sure how much sense negative exp gains would make though. For one it would be implementing extra mechanics to calculating levelling when the same result could be gained from just increasing the exp required, and on top of that it doesn't really make much sense from a simulation perspective either. Maybe I'm missing something, but the way I see it if someone is continuously working with a particular job they'd never really get worse at it. At worst their skill would be stagnant and not really improve. Even making mistakes would increase their skill rather than decrease it, since as we all know there's no better way to learn than to mess up bad.

If we were to want to improve more complexity to experience gains I'd rather see something involving what the dwarf is actually crafting or working with. Take a mason for example. Currently you could theoretically get him to legendary doing nothing but making stone blocks, which logically doesn't make much sense at all. I'd rather see different types of work give different amounts of experience, as well as skill caps after which for example the mason wouldn't get any more experience from simply cutting up blocks. To get a dwarf to legendary it should pretty much be a requirement (or at least speed it up substantially) that they had crafted lots of different items, worked with different materials etc. For non crafting professions this would ofc be a bit harder, but most of them could still work in some of this into it, such as needing to butcher different types of animals and beasts for butcher experience, making different kinds of beverages as a brewer or having seen and treated a multitude of injuries as a physician. This would obviously be a bit of work, but it'd be a good way to make experience gains a bit more interesting.
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GreatWyrmGold

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Re: EXP, Anti-Legendary.
« Reply #3 on: September 09, 2012, 07:37:12 pm »

That makes sense.
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Escapism

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Re: EXP, Anti-Legendary.
« Reply #4 on: September 10, 2012, 12:57:30 am »

I like this idea. You should really only have a few legendary dwarves per fort, in my opinion. These should be carefully chosen and worked for, so that it feels like an achievement. This would in turn mean that masterwork items would not be as commonplace as they are now.

Expanding on making XP more balanced and realistic, I also think that the earlier levels should be made slower to advance through without the aid of a teacher. Crafting at lower levels without a teacher should have a chance to fail and often produces sub-par items (crude, poor, inferior, abysmal, horrible, hopeless, lousy), while yielding less experience and being slower. This means that the starting skills you chose for your initial dwarves are actually very important, that requesting skilled dwarves makes a lot more sense and makes the game more fun as cultivating crafts actually becomes a challenge.
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Neonivek

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Re: EXP, Anti-Legendary.
« Reply #5 on: September 10, 2012, 01:20:09 am »

I should state however that because Dwarves have a very craft focused society, their sense of "I am as good as I need to be" should be higher then that of humans and elves.

This was always a way to balancing immortal creatures. (Honestly I am one of the few people who actually understands why a lot of thousand year old elves tend to be do nothing musicians... it is because they have already done the "Get whatever you want with hard work and effort" aspect of their life)
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Fortress Calling

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Re: EXP, Anti-Legendary.
« Reply #6 on: September 10, 2012, 09:54:48 am »

How about capping the maximum skill level based on a dwarf stat? For example if a dwarf has meager creativity then he can't advance above let's says proficient in any skill that has creativity as its attribute.
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Neonivek

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Re: EXP, Anti-Legendary.
« Reply #7 on: September 10, 2012, 10:40:26 am »

How about capping the maximum skill level based on a dwarf stat? For example if a dwarf has meager creativity then he can't advance above let's says proficient in any skill that has creativity as its attribute.

Because there is skill and there is talent. While indeed being talentless in some skills means you won't go very far with it.

In others it just means while you will be able to do the motions you won't flourish.
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Avo

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Re: EXP, Anti-Legendary.
« Reply #8 on: September 10, 2012, 02:54:15 pm »

The idea of dwarves gaining negative experience at those rates is critically flawed, leveling to anything beyond a 50-50 chance would be literally impossible because dwarves would lose experience just as fast as they were gaining it with levels beyond that quickly reducing them back to grand master. I agree that the skill system needs to be lengthened but this is the wrong solution to the problem.
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Chaos Turtle

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Re: EXP, Anti-Legendary.
« Reply #9 on: September 10, 2012, 03:04:37 pm »

I don't agree...

First of all we are talking about dwarfs (Or dwarves, depending on who is autor of the book, but im gonna use dwarfs, cause i like warhammer :) ) that is society that is famous for ther masterwork craft throughout the know worlds... Every worlds You can look for. The mentality is entirely differend from our human perception - we should't close way to legendary to no dwarf because of his predispositions.

We could make rules for expanding for higher levels of abilities - for example if there is no other posibility for gaining experiance would be very, very slow, and we could implement wasting time/material for unsuccesfull creations (dwarves tend to make mistakes, and that would be more possible for for example change broken statue to blocks, and melt the axe to ingot again for reporpouse - more work, possible new professiion - recycling, or just make more works for our existing workers)

To gain experience faster we could implement ongoing literature to produce books, and manuals for them to gain experience without wasting materials, or to let dwarfs who have "master degree" perform lectures and teach other dwarfs their abilities.

Things like "strives for excelence" shouln'd allow dwarf to attain higher level of ability, but causing Him to work slower, but having higher chance of creating masterpieces, and those who dont strive for excelence should be great at mass producing things with lower quality.
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Phlum

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Re: EXP, Anti-Legendary.
« Reply #10 on: September 10, 2012, 03:20:18 pm »

I don't agree...

First of all we are talking about dwarfs (Or dwarves, depending on who is autor of the book, but im gonna use dwarfs, cause i like warhammer :) ) that is society that is famous for ther masterwork craft throughout the know worlds... Every worlds You can look for. The mentality is entirely differend from our human perception - we should't close way to legendary to no dwarf because of his predispositions.

We could make rules for expanding for higher levels of abilities - for example if there is no other posibility for gaining experiance would be very, very slow, and we could implement wasting time/material for unsuccesfull creations (dwarves tend to make mistakes, and that would be more possible for for example change broken statue to blocks, and melt the axe to ingot again for reporpouse - more work, possible new professiion - recycling, or just make more works for our existing workers)

To gain experience faster we could implement ongoing literature to produce books, and manuals for them to gain experience without wasting materials, or to let dwarfs who have "master degree" perform lectures and teach other dwarfs their abilities.

Things like "strives for excelence" shouln'd allow dwarf to attain higher level of ability, but causing Him to work slower, but having higher chance of creating masterpieces, and those who dont strive for excelence should be great at mass producing things with lower quality.

good point, but you cant deny that too many of the dwarves in your fort become legends too quickly. my goal here is not to prevent legendary craftsdwaves totaly,i just want less, so instead of about a year of work to get 4 legends, you must work ten, and get two.

and considering toady's plans for the game, dwaves will probobly be very similar to underground hummans, not those like you see in books.

But if dwaves must keep their overpowerd creation skills, make the humans and elves live without it.

« Last Edit: September 10, 2012, 03:24:11 pm by Phlum »
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Chaos Turtle

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Re: EXP, Anti-Legendary.
« Reply #11 on: September 10, 2012, 03:40:00 pm »

I dont deny that, im just stating, that if You are dwarf, and keep working in the same masonry for 100 years, You should become legendary at one time, or another...

Im all for lowering the ratio, abut we must remember that its still a game, and not everyone will get 20 year old forts, because "losing is fun" :)
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GreatWyrmGold

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Re: EXP, Anti-Legendary.
« Reply #12 on: September 10, 2012, 04:34:25 pm »

How about capping the maximum skill level based on a dwarf stat? For example if a dwarf has meager creativity then he can't advance above let's says proficient in any skill that has creativity as its attribute.
So, no one without talent can get enough experience to go past the basic levels of proficiency even if they spend every day of their adult lives practicing? If there's a hard cap in there, it should be based on the dwarf's desire for success ,not his inherent ability.

I'd like to be able to get non-mood legendaries in any fort, but I should need to work on it. Maybe accelerating skill decay at higher skill levels?
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dragondorker

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Re: EXP, Anti-Legendary.
« Reply #13 on: September 10, 2012, 05:00:37 pm »

Why not make ranks relative (both to your fort and the outside world)?
Europe and China have always had differing qualities of craftsmanship. 2000 years ago a master carpenter in europe was very different from a master carpenter in china. Similarly, we shouldn't compare crafts on an absolute EXP basis, but rather have it relative to people in the immediate area. Within a civilization's "cultural domain", a legendary smith is simply the person with the most EXP in the area. This way within your fort, you'll never have more than one legendary craftsman per profession. And if you want to obtain such a craftsman, you must have him training night and day to compete with craftsmen from all the forts close enough that knowledge of their craftwork is known to your fort.

This would work well with a revamped economy, which right now is fairly broken. If you can pump out infinite numbers of masterwork cups, they're hardly masterwork, are they? So supply and demand can determine both the price and the quality. Masterwork cups are the top 0.1% of cups made in the area, and prices will reflect that.

This would probably synergize with some sort of apprenticeship system in which your legendary craftsman could pass on his skills to a younger prodigy. You could also kidnap a legendary craftsman from another fort and force him to reveal his trade secrets.
« Last Edit: September 10, 2012, 05:03:59 pm by dragondorker »
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Phlum

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Re: EXP, Anti-Legendary.
« Reply #14 on: September 10, 2012, 07:13:01 pm »

welcome to the fourms dragondorker, or if you were a lurker, glad i could make you post. but besides that, good point.

reletive EXP is something i haven't thought about. however it would make much sense, there is the problem that there is a cap on how much a dorf can learn. However the level sustem changes how well/fast the dorfs work, in the end you might have 10 legendary smiths because they had all reached legendary+5. which is why we would need a way to slow how fast a dorf learns. or instead just negeagate the level cap.
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I don't share my age online, no one takes horny 14 year olds seriously.

"dwarf fortress is autism in a game"  -a guy named rick
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