Quote Originally Posted by Sorel View Post
Let's say that both parties, and therefore both methods, take the same amount of time. Time that the Samurai Girl party use for combat is also time the Ninja Boy party uses to avoid encounters. They both would defeat the final boss in the same amount of time. That makes time a non-factor in determining which method gets the most reward.

What I'm trying to do is find out what everyone thinks is "skillful". Everyone agrees that skillfulness should be rewarded, but if we can't figure out what skillfulness actually IS ... how can we properly reward it?? And how can we help direct the Development Team on how to reward it??

Is it speed killing? Is it slow killing? Is it even killing at all??

Should we even be rewarding based on skill? Or should we be rewarding based on difficulty ... or risk??
Well say for now just for exp bonus leaving items rewards aside.
Could be like this no?
EXP bonus per monster killed = 250
EXP bonus per traps avoided = 100

Just for example: Dungeon has 1 boss, 20 mobs, 50 traps.

Samurai Girls killed 20 mobs = 5000 exp bonus

Say the trap is like the one you mentioned earlier where you can choose to find a way not to kill a monster guarding a gate, but you may also kill the monster to go through.

Samurai Girls didn't wait and just zerk killed the monster guarding the gate, so they wont be rewarded with the trap bonus.

On the other hand Ninja Boys didn't kill any mobs but in order to avoid all mobs they took the route where they had to solve puzzles, dodge traps, find ways to get through monster guarding the gate, total 50 traps.

Ninja Boys unlocked 50 traps = 5000 exp bonus.

then what? w
Instead of exp if that was in a scoring method and you can give rewards depending on total end score, so both Ninja Boys and Samurai Girls will have same reward but did totally different thing because of the same scoring method. But if exp is rewarded from killing mobs then Samurai Girls would of benefited little more from that since its Reward + EXP for killing mobs. (Unless there is a way to restrict getting exp while in dungeon, until finished.)