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Message ID: 15401
Date: Thu Feb 24 20:02:36 GMT 2000
Author: Kevin L. Crawford
Subject: Re: Levels after hell levels
----- Original Message -----
From: Reece, Tom - 25IDL G4 <g4mntofcr@...>
To: <eqbards@onelist.com>
Sent: Thursday, February 24, 2000 2:42 PM
Subject: [eqbards] Levels after hell levels
> From: "Reece, Tom - 25IDL G4" <g4mntofcr@...>
>
> > I'm sorry, but this doesn't make any sense. I cannot envision any
scenario
> > in which a programmer would suggest, much less implement converting
> > numeric
> > data into graphical data only to then revert back to numeric data.
> >
> I was not implying that. Instead, I was throwing out the
> possibility that EXP is a graphical representation from the outset. In
> Wayne's post, he used a standard 500 EXP loss per death. Variations in the
> amount your EXP bar drops is due to the amount of total EXP required to
> complete that level. What I was saying is that instead of a constant
> numerical value for EXP loss (based on your level), the game instead
applies
> a constant number of pixels that you lose on the EXP bar. Lets say it
takes
> 20 pixels to fill up one bub on the EXP bar. A death in a regular level
> results in a loss of 10 pixels (1/2 bar). A death in a hell level results
> in a loss of 5 pixels (1/4 bar). A death in a hell+1 level results in a
> loss of 20 pixels (full bar).
>
> My next suggestion was that when you die in a hell+1 level and drop
> down to a hell level, the number of pixels you lose is based on what level
> you started out in. You just made 31st and die. Game determines you lose
> 20 pixels. That puts you back to 30 with a full bub required to get back
to
> 31st. If you were at 30th with only a pixel left to make 31 and you die,
> game determines you only lose 5 pixels. End result is that the penalty
for
> dying at 31st and dropping to 30 is four times more severe than if you
were
> 30th and just about to level.
>
> Galtin of E'ci
>
>
> > 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
> >
>
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