What do we want to encourage people to?
-To play the game, I figure.
The MC-System in its general idea is doing just that. The more you play, the more you gain skill. Simple as that. Only problem with the current implementation is, that learning speed responses noticeably to the actions a player does within one play session, which apparently does upset many people. So here an idea that should give a more consistent learning experience:
I: Calculate the learning rate by over all actions points and time spent in game
- [skill gain modifier]=([all action points spent on skill related actions]/[minutes spent ingame])
Although, as pointed out by Estralis: Initially such a formula reacts 'very' jerky to any input given, due to the division by a small number. Which is very undesirable as a system should not take 30 hours of playing to work fine.
II: Smooth out the staring value with a decreasingly influential constant.
- [t] = time until the formula in I shows 'stable' behaviour
[tp] = percentage of that time already passed (in 100 intervals)
- [skill gain modifier]=
([all action points spent on skill related actions]/[minutes spent ingame])*[tp]
+[average player skill gain modifier at character creation or first log in]*1/[tp]
- Sum that all up and name it [player credit].
- [skill gain modifier]=
([all action points spent on skill related actions]/[minutes spent ingame])
+([player credit]/100)/2
I haven't run a simulation on this (am not really familiar with the control-stuff matter, to be honest), but as I am sick at home I might give it a try sometime next week.
Opinions, ideas, rotten tomatoes on the formula? (And please keep general ranting about mc to the respective threads.)