Majik Experience System Version Draft 1 Copyright (c) 1998, Tommi "Namhas" Leino namhas@majik.netti.fi INTRODUCTION If we want to be playable environment and not only social-oriented we need to think some way to advance players' abilities when he/she becomes more _experienced_. Experience points are the best and most realistic choice for advancement system and the idea has been already approved after few months long war. Please, try to understand this experience system will not make Majik to be 100% hack'n'slash only environment. There might characters, such as trolls whose only kill everything in the sight and also, there will be characters who don't kill anything until it is really necessary. We try to avoid batmud-like exp-making as good as we can. IMPLEMENTATION The experience points are divided to many different classes for different purposes. For now we will have at least the following experience types: 1) qxp (quest experience points) By solving quests you get as much qxp as difficult the quest was. The suggested range for quest difficulty scale is 1-10 so if the player solves difficulty 10 quest he/she receives 10 qxp. 2) exp (explore experience points) By exploring the world you get more percentage to the explore 'skill'. 3) kxp (kill experience points) This is the most 'flammable' experience type. By killing monsters the player get experience to the kxp which is divided to as many different subclasses as the player has killed different type of monsters. So the player kills a troll he/she receives experience to the troll subclass. Until there is enough experience points on troll subclass then the player can receive some bonuses when fighting against the trolls. The experience points is dependent on to the levels of the monster, so if the player kills ordinary troll he/she gets less experience and he/she kills master troll then the player receives more experience. Alignment is also on this; if you kill monster from same alignment you will not get experience, or only half of it. 4) rxp (religious experience points) By sacrificing items to god, pleasing gods and so on the player can also make experience. The experience is divided to different subclasses as is in kxp too, depending on the god. 5) sxp (skill/spell experience points) Skills will receive experience to the 'practice' when using the skill. When enough experience is in skill's practice value then the learning die will improve. Training skills/spells in the guild should take reasonable amount of money and thus it would encourage players use the skills a lot before attempting to train. Also, there is chance to get more skill percentage without training. 6) dxp (death experience points) By getting experience to this experience type is only possible if the player dies. This will serve as negative modifier in total experience and may affect some other things too, such as charisma. 7) gxp (global experience / total experience) The experience from all experience types is calculated to this experience type. This will tell how experienced the character is totally. Periocally checking this experience type can allow character's abilities to improve until they reach the maximum. Also by this experience type it is possible to 'magically' rank players. By doing so it would give GREAT advantage to the PLAYABILITY but I am quite sure I will not receive much support for that idea. Of course, it would give only rank, not any numbers whatsoever...