Difference between revisions of "Experience (Game Mechanics)"

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Experience can be stockpiled by the player up to a certain cap limit.  This cap is set for each skill box individually, within the skills.iff file.  Upon reaching the cap, the player will not obtain anymore experience and will receive a short one time notification each time they reach a cap for a particular type of skill.  If a player surrenders the skill box while still having experience stockpiled,they will keep the stockpiled experience until they do some action using a weapon or ability that relates to that type of experience.  For example, if a player using pistols 4 in marksman, and has capped pistol experience at 200,000 drops their current skill to pistols 1 (which has a cap of  10,000)  and then kills a mob they will then lose 190,000 experience and max out at the cap for pistol 1. A player does not need to have capped experience in order to lose it however. Any amount over the current  skill level's cap will be lost if any experience for that type is gained or if a mob is killed using a weapon/ability for particular category.
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Experience can be stockpiled by the player up to a certain cap limit.  This cap is set for each skill box individually, within the skills.iff file.  Upon reaching the cap, the player will not obtain anymore experience and will receive a short one time notification each time they reach a cap for a particular type of skill.  If a player surrenders the skill box while still having experience stockpiled,they will keep the stockpiled experience until they do some action using a weapon or ability that relates to that type of experience.  For example, if a player using pistols 4 in marksman, and has capped pistol experience at 200,000 drops their current skill to pistols 1 (which has a cap of  10,000)  and then kills a mob they will then lose 190,000 experience and max out at the cap for pistol 1. A player does not need to have capped experience in order to lose it however. Any amount over the current  skill level's cap will be lost if any experience for that type is gained or if a mob is killed using a weapon/ability for particular category.  The principal is the same for non combatant professions as well. If an dancer for example performs a dancing flourish, they will lose dancing experience. If a bio-engineer performs a sample, they will lose dna-sampling experience.
  
 
exp caps and losing xp..etc etc
 
exp caps and losing xp..etc etc

Revision as of 02:57, 25 February 2008

Experience Mechanics - Mechanics Category

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Experience

Experience is tallied in points and is awarded to the player after they have performed certain tasks. The amount of experience points awarded is presented to the player on their screen as a system message.

Experience granted is only directly relative to the type of task that has just been successfully completed.

See the sub menus below for more details on how to earn experience, and the different types of experience.


Experience Earning

Experience is only granted to you when you successfully do something in a particular skill. For instance, to get Surveying experience, you have to successfully perform a survey for resources. When this is done, you will get a message telling you how much Surveying experience you have been granted. You can't get Pistol experience from using a survey tool; you need to use your pistol in combat.

Different skills require that you earn your experience in different ways. For instance, any of the Artisan professions, (crafters), only get part of their experience from actual crafting. The remainder of their experience is granted to them slowly over time, as their item is used. This is called "Usage Experience". There will be more about the different experience types in the sub category "Experience Types".

As you continually succeed in surveying or using your pistol, you will notice that the experience points are accumulated in your Skills Interface (CTRL-S). When you get enough experience of a certain type, you will get a system message telling you that you have become eligible to train in a higher level skill box than you currently have. This is what earning experience is all about.

Losing Exp

Experience can be stockpiled by the player up to a certain cap limit. This cap is set for each skill box individually, within the skills.iff file. Upon reaching the cap, the player will not obtain anymore experience and will receive a short one time notification each time they reach a cap for a particular type of skill. If a player surrenders the skill box while still having experience stockpiled,they will keep the stockpiled experience until they do some action using a weapon or ability that relates to that type of experience. For example, if a player using pistols 4 in marksman, and has capped pistol experience at 200,000 drops their current skill to pistols 1 (which has a cap of 10,000) and then kills a mob they will then lose 190,000 experience and max out at the cap for pistol 1. A player does not need to have capped experience in order to lose it however. Any amount over the current skill level's cap will be lost if any experience for that type is gained or if a mob is killed using a weapon/ability for particular category. The principal is the same for non combatant professions as well. If an dancer for example performs a dancing flourish, they will lose dancing experience. If a bio-engineer performs a sample, they will lose dna-sampling experience.

exp caps and losing xp..etc etc

Experience Types

As mentioned before there are different types of experience for different types of skills.

To earn combat experience in a certain weapon, you need to use that weapon in combat and successfully defeat creatures. When you do this, you will earn weapon experience as well as general combat experience.

Crafting experience is earned when you successfully craft an item, and then have someone use that item for X amount of time. At lower levels, you get more experience granted to you at the time of item creation than from its long time use. As you get into the higher levels of crafting, your experience allotment leans more towards the long time usage and less for the actual creation of the item.

To earn healing experience, you need to successfully heal pool damage (Mind, Action, and Health), or successfully heal wounds on other players. Unfortunately, healing yourself will not grant you experience.

Entertainer experience is earned by either dancing or playing an instrument while someone, who needs healing, chooses to "Watch" you dance or "Listen" to you play. "Watch" and "Listen", among other choices, are able to be selected through your radial menu (please see the appropriate section for more information on "radial menus"). This must be done inside a Cantina, Hotel, or Theater. As you slowly heal them, you earn small ticks of entertainer experience over time.

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