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Spree Bonuses  XML
Forum Index -> Druids RPG
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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Szlat wrote:
  • Other players beside medics and engineers berserk the link on titan waves. They can berserk for extended periods of time due mainly to the adrenaline bonus given by the killing sprees. I suggest (big nerf to all classes, but will hit the high levels most) entirely removing the adrenaline bonus from the sprees and just have the xp bonus. Or at least reduce the bonus 
  • Perhaps it may be worth checking the spree bonuses. From the forum:

    TheDruidXpawX wrote:
    ...Multi kill
    Multikill exp points are awarded (and notified) after you have not killed a monster in 6.5 Seconds. Adrenaline is awarded at each step. The multikill is tallied based upon points during your kill window which will continue to be extended as long as you continue to kill monsters to a max of the Holy Crap Kill.
    At 32 points: Double Kill: 4.2 exp, 10 adrenaline
    At 44 points: Multi Kill: 8.4 exp, 10 adrenaline
    At 58 points: Mega Kill: 12.6 exp, 10 adrenaline
    At 74 points: Ultra Kill: 16.8 exp, 10 adrenaline
    At 94 points: Monster Kill: 21 exp, 10 adrenaline
    At 116 points: Ludicrous Kill: 25.2 exp, 10 adrenaline
    At 132 points: Holy Crap Kill: 29.4 exp, 10 adrenaline
    ...... 
    Perhaps this should also go on to say
    At 148 points: Holy Crap Kill: 0 exp, 10 adrenaline
    At 164 points: Holy Crap Kill: 0 exp, 10 adrenaline
    At 180 points: Holy Crap Kill: 0 exp, 10 adrenaline
    At 196 points: Holy Crap Kill: 0 exp, 10 adrenaline
    At 212 points: Holy Crap Kill: 0 exp, 10 adrenaline
    At 228 points: Holy Crap Kill: 0 exp, 10 adrenaline
    At 244 points: Holy Crap Kill: 0 exp, 10 adrenaline
    etc
    So, once you get to the Holy Crap Kill, you just need to score 16 to get the Holy Crap adrenaline bonus again.
  • Should it be possible to keep Holy Crap sprees running?
  • Why does starting a spree with a Double Kill take 32 points, but to keep one rolling cost only 16?
  • The 16 points can be got by killing 3 skaarj at 6 points each. This can be achieved relatively easily using a rod, triple/double or berserking - and the extra adrenaline helps to keep the spree going.

    So, my recommendation is that we should not let a Holy Crap killing spree keep awarding adrenaline bonuses.
    And perhaps we need to assess if the 32,12,14,16,20,22,16 thresholds for the multi-kills are correct, or whether we should go for 20,20,20,20,20,20,20, as this would probably help the lower level players.
    And do we need to give any adrenaline, or should it just be xp awarded for multi-kill sprees?
  • (DC)DEMONSLAYER

    Wicked Sick!
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    I would much prefer to restart the sprees after the "holy crap"

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    RoadKill v3.4

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    you know this just may be the key to a lot of different issues (mostly balance on the sever)
    I like the no adren bonus but keep xp bonus idea
    this will reduce kills but reward those with the skills to get them
    without the adren bonus I don't think it would matter if the sprees restart after the "HS" kill

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    greg11

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    Joined: 02/10/2008 20:00:40
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    I say the 20,20,20... points make more sense, but reward more adren for higher levels:
    At 20 points: Double Kill: 4.2 exp, 2 adrenaline
    At 40 points: Multi Kill: 8.4 exp, 4 adrenaline
    At 60 points: Mega Kill: 12.6 exp, 6 adrenaline
    At 80 points: Ultra Kill: 16.8 exp, 8 adrenaline
    At 100 points: Monster Kill: 21 exp, 10 adrenaline
    At 120 points: Ludicrous Kill: 25.2 exp, 15 adrenaline
    At 140 points: Holy Crap Kill: 29.4 exp, 20 adrenaline
    At 160 points: Holy Crap Kill: 0 exp, 0 adrenaline
    ...
    This could help break sprees solely due to using adrenaline.
    emetakleze

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    I would do the opposite of what greg said and have the adren start reasonably and go down (xp could go up reletive to adren going down) and maybe somewhere around monster kill, drop adren all together and just increase xp.

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    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
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    Szlat wrote:

    TheDruidXpawX wrote:
    ....At 32 points: Double Kill: 4.2 exp, 10 adrenaline
    At 44 points: Multi Kill: 8.4 exp, 10 adrenaline
    At 58 points: Mega Kill: 12.6 exp, 10 adrenaline
    At 74 points: Ultra Kill: 16.8 exp, 10 adrenaline
    At 94 points: Monster Kill: 21 exp, 10 adrenaline
    At 116 points: Ludicrous Kill: 25.2 exp, 10 adrenaline
    At 132 points: Holy Crap Kill: 29.4 exp, 10 adrenaline
    ...... 
    Perhaps this should also go on to say
    At 148 points: Holy Crap Kill: 0 exp, 10 adrenaline
    At 164 points: Holy Crap Kill: 0 exp, 10 adrenaline
    At 180 points: Holy Crap Kill: 0 exp, 10 adrenaline
    At 196 points: Holy Crap Kill: 0 exp, 10 adrenaline
    At 212 points: Holy Crap Kill: 0 exp, 10 adrenaline
    At 228 points: Holy Crap Kill: 0 exp, 10 adrenaline
    At 244 points: Holy Crap Kill: 0 exp, 10 adrenaline
    etc 
    Actually, it looks like it is
    At 148 points: Holy Crap Kill: 29.4 exp, 10 adrenaline
    At 164 points: Holy Crap Kill: 29.4 exp, 10 adrenaline
    At 180 points: Holy Crap Kill: 29.4 exp, 10 adrenaline
    At 196 points: Holy Crap Kill: 29.4 exp, 10 adrenaline
    At 212 points: Holy Crap Kill: 29.4 exp, 10 adrenaline
    At 228 points: Holy Crap Kill: 29.4 exp, 10 adrenaline
    At 244 points: Holy Crap Kill: 29.4 exp, 10 adrenaline
    and it looks like the xp just floods in. Treble xp for the high scorers.

    Can we change it so the Holy Crap kill gives zero xp and zero adrenaline? The sprees are dominating the reward system too much, where players can get as much from sprees as they can from killing things.

    If not, then do we need to balance it out for medics, so once they heal 5000 health in a map they get double healing xp, once over 10000 health then triple xp?
    (DC)DEMONSLAYER

    Wicked Sick!
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    Szlat wrote:

    Can we change it so the Holy Crap kill gives zero xp and zero adrenaline? The sprees are dominating the reward system too much, where players can get as much from sprees as they can from killing things.
     


    I still think we need to limit the subsequent "holy crap" kills to zero and start the sprees over again. This way, if a player gets two "holy crap" kills, he/she has had to work their way thru the sprees again.

    Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson

    Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown

    UT2004
    LW-DEMONSLAYER-ACTIVE
    LM-DEMONMEDIC-ACTIVE
    LA-DEMONMAGIC-ACTIVE
    LE-DEMONEER-ACTIVE
    LG-DEMONJACK-ACTIVE

    UT3
    LW-DEMONSLAYERII
    LM-KNIGHTMAGIC

    My skin is Graah, a reincarnation of an ancient African warrior mixed with the soul of a lion,
    download: http://www.disastrousconsequences.com/dcforum/posts/list/2843.page
    [Email] [Yahoo!] [MSN]
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
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    (DC)DEMONSLAYER wrote:
    I still think we need to limit the subsequent "holy crap" kills to zero and start the sprees over again. This way, if a player gets two "holy crap" kills, he/she has had to work their way thru the sprees again. 
    I like the idea, but not sure how easy it is to code.
     
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