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Message ID: 15399
Date: Thu Feb 24 19:42:50 GMT 2000
Author: Reece, Tom - 25IDL G4
Subject: Levels after hell levels
> I'm sorry, but this doesn't make any sense. I cannot envision any scenarioI was not implying that. Instead, I was throwing out the
> in which a programmer would suggest, much less implement converting
> numeric
> data into graphical data only to then revert back to numeric data.
>
> 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).
>
> I think this explains what happened to John. But its making my head hurt
> so
> I'm through with trying to figure it out. I'm just gonna take John's
> advice
> from a long time ago and 1) don't die when your in a hell+1 level and 2)
> if
> you do die in a hell+1 level, make sure you have a full bub buffer before
> you do.
>
> Galtin of E'ci
>
> > This only fits part of the puzzle though. It does not explain why you'd
> > lose more of level 30 when you
> > die after JUST reaching 31, then you do if you simply die at level 30.
> >
> > Laluni
> >
> > Wayne Sheppard wrote:
> >
> > > From: "Wayne Sheppard" <mrwayne@...>
> > >
> > > Some of the people who run ShowEQ have been trying to come up with an
> > > experience formula. They have come up with some formulas that
> > > explain much of the hell level and hell level +1 effects. Based on
> > their
> > > formulas (which are only a guess) I think the difference in experience
> > loss
> > > can be explained.
> > >
> > > lvl, exp needed, exp lost (examples made up)
> > > --------------------
> > > lvl 29 5000 500
> > > lvl 30 10000 500
> > > lvl 31 2500 500
> > >
> > > As you can see, the experience lost is linear, while the exp needed
> for
> > hell
> > > level takes a big jump, and there is a dip afterwards.
> > >
> > > A death at 29 costs you half a bubble.
> > > A death at 30 costs you a quarter of a bubble.
> > > A death at 31 costs you a full bubble.
> > > But the total experience loss is the same in each case.
> > > (based on the made of example above)
> > >
> > > Since experience for HL+1 is so much less than HL, the same amount of
> > > experience loss will result in a bigger percentage of the bar. You
> are
> > not
> > > really losing that much more experience numerically, but just
> > graphically.
> > >
> > > You can test this yourself by measuring how long it takes to make up
> > from a
> > > death in HL vs HL+1. The time to regain the lost experience should be
> > > roughly equal, therefore the loss is roughly equal. Your bar dropped
> > more
> > > in HL+1, but you regain it faster.
> > >
> > > Wayne
>