AndakRainor wrote:Also, what do you think about the monsters scaling I proposed? It would go with the class changes and smoothed experience curve I previously proposed. So it would mean:
- Main attribute(s) of a class scale with level.
- Level up requires current level * 1000 experience points at any level.
- Monsters get +5% damage, health and experience awarded per level.
The 5% value can be changed to whatever feels better. This specific value implies that the higher level you are, the closer you are to require 20 times the kills needed at level one to reach the next level.
Sounds fine to me, and we can of course determine whether it feels good during playtesting.
Isaac wrote:I don't really favor passive XP gains from combat rewards. All XP gains are personal experience gains. Getting XP for [unintentional] indirect kills seems a bit like a hunter wounding its prey, and having it run off; and later it gets killed by a logging truck. I tend to view un-accessed XP as being unavailable XP, same as with having two monsters behind two doors with but one key, and a so giving only a choice of one encounter or the other.
It would be nice to have a script awarding for deliberate use of traps that kill, but might be tricky to do outside of a few special set-piece traps.
How about having your tag system use a short TTL?
*Edit: "Time To Live". One could use the tiles_moved statistic [or some other means] to decrement a named TTL counter, and at zero, delete the counter; removing the tag.
**(What's to prevent single-shotting every monster in sight, to apply the tag?)
A TTL works for me, although I personally don't have a good concept of how frequently incidental deaths actually do occur, and as such it doesn't come across to me as entirely necessary (but I may be off here).