virtual XP system #10


  • Enhancment
  • Started
Open
Assigned to feildmaster
  • _ForgeUser7114571 created this issue Feb 4, 2012

    What is the enhancement in mind? How should it look and feel?
    Give virtual XP to players proportional to the damage they make to a mob.

    If a player makes 50% damage to ender dragon, he will receive 50% XP, even if he isn't the one who will kill it. But only if the player is online.

    Or if this is hard to make, an assist system will be easy I guess.

    The players who assist receive Y XP.
    The player who kill the dragon receive ALL XP - Y XP * assists but not less than Z XP

  • _ForgeUser7114571 added the tags New Enhancment Feb 4, 2012
  • feildmaster posted a comment Feb 5, 2012

    I have wanted to enhance the virtual xp system. I haven't time to change it much at the moment though.

    I do like this though.

  • feildmaster removed a tag New Feb 5, 2012
  • feildmaster added a tag Accepted Feb 5, 2012
  • _ForgeUser4439668 posted a comment Feb 13, 2012

    I would much rather have the change be directed toward the first person to hit it gets the XP.

    If there is shared XP I would prefer it be tied to a group type plugin.  The above suggestion still doesn't resolve the core issue of someone taking xp from someone else.

    For example:
    Player A starts killing the mob.
    Player B takes a pop shot at the mob

    Currently:
    Likely Player A, but could be Player B if he lands the final blow

    Suggested:
    Player B gets a portion of the XP even though he didn't have threat and only did 1 hit.

    Correct Solution:
    Player or Group who first hits the mob is the only player or group who can get the XP.  Tied to a timer so that if no hits are scored the timer expires and the mob resets it's status for a new player/group.  If Player A hits first and then Player B pop shots it then Player B gets nothing even if it is the final kill thus discouraging steals.

    Additional updates to include a fix for:
    Player A goes around hitting all the creatures he can see.  Player B then hits a target and it says "this player has already been attacked recently"  the damage can be blocked to prevent the mob from chasing them.  Thus Player A can not mob grief and trick player B into killing his gains.

  • _ForgeUser7018366 posted a comment Feb 28, 2012

    @ryanwagner: Go

    I see where you're coming from, but I think your suggestion is a separate one entirely. This one is: % of the damage done = % of the XP. It doesn't stop players from attacking a mob, but it does ensure that those who did the most damage get the most XP. That's what it's intended to stop: Player A doing 99% of the damage, then Player B coming in and popping the last shot to get all the XP.

    Still a valid suggestion, but I think an enhancement where players or groups tag mobs and others cannot get XP or even damage it is another one entirely (although they'd work well together).


    Edited Feb 28, 2012
  • feildmaster removed a tag Accepted Feb 25, 2013
  • feildmaster added a tag Started Feb 25, 2013
  • feildmaster posted a comment Feb 25, 2013

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