Need help in creating dynamic expierience system

Ouguiya

New Member
Reaction score
11
Hello everyone!

As the title suggests, I am in need of help for a system which makes expierience gain dynamic.

Here is the problem:

In my map (a footmen type map) every player can have 0-xx heroes (I don't think any player will ever have more than 3 or so, but who knows), and every team has 3 players.

This leads to the following problem: Taking a hero is not required, which leads to the stupid situation that players with more heroes gain less expierience than players with more heroes.

Trying to regulate this, you can make it so that if the team has less heroes, it gains less expierience.

This however reverses the situation when one or more players are absent from the game, but have heroes, which leads to the situation that one player gains a lot of expierience.

Global expierience distribution is not a solution, since it leads to the problem that heroes can simply stay behind and gain a lot of expierience, which they shouldn't.

Sadly, I have no further ideas on how to make it that a hero ALWAYS gets the same amount of expierience, no matter with how many he has to "share".

If anyone has any ideas on this, I would appreciate your thoughts.

Thanks in advance!

Yours,

Ouguiya
 

Faust

You can change this now in User CP.
Reaction score
123
What "ideas" exactly are you looking for?

You said what you want to do.

What's stopping you?

Whenever a unit dies, group the nearby heroes and give them some experience.
 

Ouguiya

New Member
Reaction score
11
Hmmm, so you are saying that I should not leave the expierience stuff to the game but rather trigger it all?

Well, it's not a bad idea, but my first problem is that each level gives it's own exp, and this is not calculated mathematically, because the distribution has to be uneven.

With this, (unless I am wrong) I would either need to:

-Do a mathematical regression to approximate the expierience I want as best as possible
-Make 6 If/then/else functions (which are 6 comparisons already), to check which level the dying unit has, and then give the surrounding heroes the appropriate exp.

Also, I don't really know how to go about making a trigger which groups all heroes in a radial circle.


Thanks!

Yours,

Ouguiya
 

Faust

You can change this now in User CP.
Reaction score
123
Pick all units in range of Triggering (Dying) unit matching:
- Matching unit is an enemy of Triggering unit
- Matching unit is a hero.

You don't really need that many if then else lines, just set the creeps' level to what they are supposed to be (object editor), and then all you need is something like this:
Give picked unit 5 + 5 * Level of Triggering Unit xp, show level up graphics.
The only if then else you might need, is to check if the dying unit is a hero, in which case give more xp (probably).

If you want to give more xp to the team with more heroes, then you need to trigger it.
And for that you should create a group called Heroes for example, and put those heroes into the group, so it will be easier to check how many heroes are in the group. 5 + (( 5 * Level of Triggering Unit ) * ( Amount of units in Heroes * .35 ))
 

Ouguiya

New Member
Reaction score
11
Hello again. Thanks for the quick reply.

This would definetly be an idea, but like I said, the expierience I want each hero to gain in respect to the level that the creeps have.

This CANNOT be done mathematically.

For example:

Level 1 - Gain 30 exp

Level 2 - Gain 39 exp

Level 3 - Gain 59 exp

Level 4 - Gain 145 exp

and so on.

You will see that this is in no way approximated via a "x * y" formula.

Still, thanks for your insight (+rep)

Yours,

Ouguiya
 

Ayanami

칼리
Reaction score
288
Hello again. Thanks for the quick reply.

This would definetly be an idea, but like I said, the expierience I want each hero to gain in respect to the level that the creeps have.

This CANNOT be done mathematically.

For example:

Level 1 - Gain 30 exp

Level 2 - Gain 39 exp

Level 3 - Gain 59 exp

Level 4 - Gain 145 exp

and so on.

You will see that this is in no way approximated via a "x * y" formula.

Still, thanks for your insight (+rep)

Yours,

Ouguiya

Hmm, try using a If, then,else condition to check the level of the dying creep and give the EXP accordingly?
 

Ouguiya

New Member
Reaction score
11
Hmm, try using a If, then,else condition to check the level of the dying creep and give the EXP accordingly?

Hello !

Well, that is just the problem:

In my map, there are 6 different unit levels. Which would mean that every time a unit dies, the map has to evaluate 6 integer conditions (at most). Since in every game between 200-1300 units die, this would mean that in the worst caste, the game has to perform 7800 integer comparisons, for units alone. And then we still have to check if the dying unit is a hero, which I cannot help but feel will cause an incredible lag.

Still, this idea is the best I could find until now. The only other alternative I would have is to try to use a mathematical formula which gets as close to the values I use as possible, and use this.

Anyway, thanks for all your help, I hope that this will lead to the long-sought after solution in my case of how to make it so the experience distribution is indifferent to the amount of heroes in the game.

Thanks, and so long!

Yours,

Ouguiya
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top