First Post: Introduction and test

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  • Monkay
    Rookie
    • Jan 2012
    • 20

    First Post: Introduction and test

    Hello everyone, my very first post on this forum. I learned about rougelikes not long ago, and I seemed to pick them up very quickly, but by far my favourite RL is Angband. I have been playing it for a few months and am still not exactly good at it, but I still enjoy it. I also enjoy FAAngband.
    Looking forward to gaining experience from these forums and taking more steps to killing old Morgie!

    My first Question: How does the experience system work, I understand the base XP required to advance to the next level depends on your race and class, but what I don't get is how much XP you gain from monsters. When you go up a level does the XP received from slaying monsters go down by half or something?

    Thanks =)
  • RCIX
    Rookie
    • Jan 2012
    • 14

    #2
    I don't know the formula, but if you (l)ook at a monster, then (r)ecall details about it, it will have somewhere in the description "Killing a monster of this type is worth X experience points for a level Y Z" (where X is the amount, Y is your current level, and Z is your race/class).

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Originally posted by RCIX
      I don't know the formula, but if you (l)ook at a monster, then (r)ecall details about it, it will have somewhere in the description "Killing a monster of this type is worth X experience points for a level Y Z" (where X is the amount, Y is your current level, and Z is your race/class).
      The monster has a base xp value, which is then divided by your character level. So yes, when you rise from level 1 to level 2, all monsters are suddenly worth half as much xp as they were. But when you rise from level 10 to level 11 the drop is only 10%.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • relic
        Apprentice
        • Oct 2010
        • 76

        #4
        Hello

        Unless something has changed recently, it works like this:

        Each monster has an experience number, lets call it E, and also a dungeon level (DL). And your character has a character level CL. When you kill a monster, the experience you get is

        E*DL/CL

        Hope I got that right.

        The consequence of that formula is of course that as your CL increases, you get less and less exp. for killing a specific monster. This encourages people to go deeper in the dungeon in order to raise their CL.
        If you cannot answer a man's argument, all is not lost; you can still call him vile names. ~Elbert Hubbard

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #5
          To clarify: it doesn't matter on what dungeon level you kill the monster; you'll get the same experience regardless. It matters what dungeon level the monster is native to. As I discovered once while playing the uber-broken versions of Sangband back in the day, if you change e.g. Black Ogres so their native depth (around 800', level 18) becomes 50' (level 1), they give 1/18th the normal experience.

          Comment

          • Monkay
            Rookie
            • Jan 2012
            • 20

            #6
            Ok I get it know, so basically its the base XP gained from killing a monster divided by clvl, thanks

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9647

              #7
              Originally posted by Monkay
              I also enjoy FAAngband.
              Awesome. Feel free to criticise it

              Also, consider playing in the competition (see the tab at the top of the page).
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • fph
                Veteran
                • Apr 2009
                • 1030

                #8
                A question, since the matter was brought up: why does the XP formula scale like that with the CL?
                I can imagine tweaking the values thing so that either the XP needed to get from level n to level n+1 increases, or that the XP obtained by killing a monster decreases with the CL, but having both things change at the same time seems a useless complication. Clearly one of the two "multipliers" can be removed by rescaling the other.
                --
                Dive fast, die young, leave a high-CHA corpse.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #9
                  It seems clear that we'd want to have some kind of worse-than-exponential increase in the number of weak monsters you have to kill to gain each successive level. The current system does that, while also having the following desirable characteristics:

                  * You can get meaningfully massive experience rewards for killing monsters you aren't supposed to be able to handle yet.
                  * Experience numbers remain somewhere in the grounds of reason.

                  Worse-than-exponential requirements when experience rewards don't decrease with CL would probably mean that level 50 would require billions or trillions of experience, with high-level monsters giving out similarly heady rewards. Currently it's extremely rare for you to get more than 100k experience from a single kill. Honestly I'd like to compress this even more, since characters end up with millions of experience points in the end and that seems a bit silly. It's purely aesthetics though, I grant.

                  Comment

                  • fph
                    Veteran
                    • Apr 2009
                    • 1030

                    #10
                    I see, that's a fair point. Experience values with a number of digits comparable to Zimbabwean currency look a bit silly indeed.
                    --
                    Dive fast, die young, leave a high-CHA corpse.

                    Comment

                    • LostTemplar
                      Knight
                      • Aug 2009
                      • 670

                      #11
                      It's purely aesthetics though, I grant.
                      Good thing may be to remove "experience" number from char dump, just leave "level" with fractions e.g. level: 45.6178, and leave all calculations related to level draining the same.

                      Comment

                      • ghengiz
                        Adept
                        • Nov 2011
                        • 178

                        #12
                        Originally posted by LostTemplar
                        Good thing may be to remove "experience" number from char dump, just leave "level" with fractions e.g. level: 45.6178, and leave all calculations related to level draining the same.
                        good idea!

                        Comment

                        • Derakon
                          Prophet
                          • Dec 2009
                          • 9022

                          #13
                          So how do you tell how much experience monsters give? Killing a Time Hound at your current level gets you .001 closer to the next level?

                          Comment

                          • ghengiz
                            Adept
                            • Nov 2011
                            • 178

                            #14
                            Originally posted by Derakon
                            So how do you tell how much experience monsters give? Killing a Time Hound at your current level gets you .001 closer to the next level?
                            lost templar specifically proposed to use the fractional level in char dumps.
                            During a game, it makes sense to just leave the display of the amount of experience as it is now, so the player can see immediatly how much experience s/he gains...

                            edit: of course, if doing the difference of the experience points after and before the kill is too much hassle, there is always the 'l'ook command
                            Last edited by ghengiz; January 5, 2012, 01:06.

                            Comment

                            • LostTemplar
                              Knight
                              • Aug 2009
                              • 670

                              #15
                              So how do you tell how much experience monsters give? Killing a Time Hound at your current level gets you .001 closer to the next level?
                              Something like this or maybe remove it form description. I propose to hide experience from player.

                              Comment

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