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Message ID: 15392
Date: Thu Feb 24 17:27:22 GMT 2000
Author: kim@stormhaven.org
Subject: Re: Levels after hell levels


On Wed, 23 Feb 2000, Reece, Tom - 25IDL G4 wrote:
>
> The most obvious explanation is sloppy coding by Verant. Instead of using
> hard numbers for EXP loss, its possible Verant uses a graphical
> representation instead. For example, you just made 31st when you die.
> Using Wayne's numbers below, you are supposed to lose 500 EXP pts
> (500/1000=20%= a full bub on the bar). But its possible the game doesn't
> use hard numbers and instead says you lose a full bub on the bar (when you
> die in hell+1) and then calculates how many EXP points you need to lose in
> order to graphically drop a full bub. Since you just made 31st, you don't
> have a full bar's worth of pixels built up on the EXP bar so you lose a
> level. Here is where the sloppy coding comes into play. Instead of
> applying the hell level rule (1/4 bub using Wayne's numbers), it applies the
> hell+1 rule EXP (one full bub). So now you are back at 30th level with a
> full bub to get 31st back. End result is that instead of losing 500 EXP pts
> (one full bub at 31st level), you lost 2000 EXP pts (one full bub at 30th
> level).

No, subsequent deaths in 31 (it was my worst HL+1 level - died
4 times - talk about anticipating the mana song) resulted in
about a bubble loss, as opposed to the half bubble into 30 the
first time.

Is it that hard to believe Verant deliberately coded in a
bigger exp loss at HL+1? In a morbid sort of way, it makes
sense to me. You can think of quickly-advancing players as
two types - ones who just don't die a lot, and ones who die a
lot and play a lot. Hell levels slow down the ones who don't
die. HL+1 exp loss slows down the the ones who die a lot but
play a lot. (The ones who don't die a lot and play a lot you
can't do much about.)

--
John H. Kim
kim@...