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Exp change for combat


ccesssu

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Right now, for every 10 damage you deal to a monster, you get 4 exp (melee and range). It is similar for mage, but it depends on the spell.

Now, this works perfectly fine. Except it limits training spots. Every monster is exactly the same besides HP. A cow is essentially a chicken with 8 hp. So people go to the most afkable places to train. The monsters with the most hp and the aggressive ones. It sort of limits the game in a way.

 

What if it was changed. Every monster still gives exp for dealing damage to them, but less. But when you kill it (reaches 0 hp and falls over) you get exp.

Example: cow

10 hp dealt = 2xp

Killing cow = 17xp.

 

Example: Bandos general

10 hp dealt = 1xp

Killing = 3000xp

The hp dealt exp and the killing exp would be totally seperate.

 

Now, you could have a monster with low hp, but extremely high defense still be good exp. This opens up training spots, instead of having everyone at bandits.

Also, this would open up a new area of bossing, bossing for exp. The boss would give large amounts of exp upon death, and there, another training spot. The drops would be worse though (obviously) but it would be a nice change up from grinding normal monsters and still get nice combat exp.

 

If in a multicombat zone, person that deals more damage gets the killing exp (even would be random, 50/50 or something).

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You seem to be somewhat deluded.

Changing the system won't end training on specific monsters, it might change which monsters people focus on, but it won;t change it beyond that.

 

At the moment like 95% of plays train combat via slayer or boss/profit hunting. The remaining 5% are divided between mini-games and a select few power training spots (rock crabs, crandor skeles, armoured zombies etc)

 

Power training spots are picked on all sorts of factors.

 

For example:

Armoured zombies own because noted drops mean you can gather them, beside an altar means u can piety/turmoi/protect, relatively weak/protect pray means u can use void or bandos with little worry, undead means you can add salve (e) to speed things up further

 

Bandits are appalling xp really, but the fact any god item makes them permanently aggressive and they are so densely packed you rarely will be out of combat and that guthans will easily keep u alive there makes them popular

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You seem to be somewhat deluded.

Changing the system won't end training on specific monsters, it might change which monsters people focus on, but it won;t change it beyond that.

 

At the moment like 95% of plays train combat via slayer or boss/profit hunting. The remaining 5% are divided between mini-games and a select few power training spots (rock crabs, crandor skeles, armoured zombies etc)

 

Power training spots are picked on all sorts of factors.

 

For example:

Armoured zombies own because noted drops mean you can gather them, beside an altar means u can piety/turmoi/protect, relatively weak/protect pray means u can use void or bandos with little worry, undead means you can add salve (e) to speed things up further

 

Bandits are appalling xp really, but the fact any god item makes them permanently aggressive and they are so densely packed you rarely will be out of combat and that guthans will easily keep u alive there makes them popular

Exactly, I want to open up more training spots

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You seem to be somewhat deluded.

Changing the system won't end training on specific monsters, it might change which monsters people focus on, but it won;t change it beyond that.

 

At the moment like 95% of plays train combat via slayer or boss/profit hunting. The remaining 5% are divided between mini-games and a select few power training spots (rock crabs, crandor skeles, armoured zombies etc)

 

Power training spots are picked on all sorts of factors.

 

For example:

Armoured zombies own because noted drops mean you can gather them, beside an altar means u can piety/turmoi/protect, relatively weak/protect pray means u can use void or bandos with little worry, undead means you can add salve (e) to speed things up further

 

Bandits are appalling xp really, but the fact any god item makes them permanently aggressive and they are so densely packed you rarely will be out of combat and that guthans will easily keep u alive there makes them popular

Exactly, I want to open up more training spots

 

Then go to any other place on rs and kill monsters. Bandits are horrible xp, they just allow you to afk. Doing anything that you suggested would still require that you actually pay attention to the game.

 

And if you are paying attention, then there is no reason at all for you to be at bandits. Might as well go and kill guards in fally/varrock/ardy for the same xp per hour.

 

Or go do something much better like slayer, and pay attention to killing those monsters, and make money, and get much better xp then bandits.

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Right now, for every 10 damage you deal to a monster, you get 4 exp (melee and range).

That is true for the majority of monsters. But some monsters give less (e,g pest control monsters) and some can give more (e.g Living Rock Protector). The ones that give more usually are slayer, boss and a few special monsters.

 

The boss would give large amounts of exp upon death

 

How would it work for monsters like the Corp beast and other monsters where a team is generally used? Only one person getting all the xp instead of getting exp for each damage you deal would imo drive people away from boss monsters like the Corp beast and other monsters where teams are used.

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