A Few Questions/Observations From an Old Player
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I made a thread specifically for this discussion; please take it over there.Comment
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I wasn't thinking so much of a slowness penalty as a reward for efficient slaughter. For example, if 2 players rack up the same amount of experience, shouldn't the one who finishes in, for example, 5 million turns get a higher score than the one who finishes in 10 million turns?
So, basically, I was expecting a formula which factored in experience per unit time.Comment
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I don't see it. The latter things are all easily manipulated by (e.g.) farming high-XP or high-drop monsters. And you could do that forever to get as high a value as you want if you aren't counting how many turns you play. It seems to me that measuring how much stuff you accumulate without measuring how long you take to do it is completely unrelated to how well you're doing in the game.Comment
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What about keeping the scores based on experience but adding a penalty for dying and an extra reward for winning, so most of the time, winning scores will beat losing scores.Comment
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That still means that the winner who grinds or milks their results is going to score higher than the one who doesn't. Is that really what anyone wants? At least, the reward for winning should be higher the faster you achieve it, or there should be some other factor to compensate for just pointlessly increasing your score.Comment
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The higher the score, the more grinding. So for a winning game, score is backwards as a measure of performance (Winning underlevelled is a better display of skill).
Code:worst lowest losing score . . . . . . . highest losing score . highest winning score . . . . . . best lowest winning score
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