Arterra
11-23-2011, 09:58 AM
maybe... instead of increasing the amount of xp needed to level every cap-raise, you re-set the experience gaining proportions.
I am not too great at explaining this, I'll try again.
Instead of increasing the total xp needed per level cap, assign a maximum xp needed for the last level (eg 10k) and scale down the experience needed per level from there.
One side effect is that the more you expand the game henceforward, the difference of xp needed per level will smooth out as well, instead of there being radical jumps from 45+
the whole point of it is that while players get better gear and stats as they level, the difficulty also rises, and so the xp they gain per hour is technically the same whether they are lv10, 30 or 60... which is a real bummer as the xp needed keeps jumping forward drastically each level cap, therefore driving more and more people to desperate leveling methods, changing the game entirely from what it was a few months ago (what i opine to be the PL golden era, with many legendary contributing community members)
This system prompts predictable progress for players, without unduly unbalancing the game.
maybe... instead of increasing the amount of xp needed to level every cap-raise, you re-set the experience gaining proportions. here is an example of what i mean... first, the current system.
(made up figures and rising values, it might not actually even be exponential)
lv40-45 = 10xp
lv45-50 = 100xp
lv50-55 = 1000xp
lv55-60 = 10000xp
etc... as in, the amount will grow towards infinity.... not good plan
why not instead adopt this?
level cap (5 level difference) = 10k
% of levels below level cap = 7k
(the next % of levels below the level cap) = (lower number)
that way, the leveling process is expected and reproducible, and as content gets released lower levels actually get easier to pass as their importance is lessened too.
I am not too great at explaining this, I'll try again.
Instead of increasing the total xp needed per level cap, assign a maximum xp needed for the last level (eg 10k) and scale down the experience needed per level from there.
One side effect is that the more you expand the game henceforward, the difference of xp needed per level will smooth out as well, instead of there being radical jumps from 45+
the whole point of it is that while players get better gear and stats as they level, the difficulty also rises, and so the xp they gain per hour is technically the same whether they are lv10, 30 or 60... which is a real bummer as the xp needed keeps jumping forward drastically each level cap, therefore driving more and more people to desperate leveling methods, changing the game entirely from what it was a few months ago (what i opine to be the PL golden era, with many legendary contributing community members)
This system prompts predictable progress for players, without unduly unbalancing the game.
maybe... instead of increasing the amount of xp needed to level every cap-raise, you re-set the experience gaining proportions. here is an example of what i mean... first, the current system.
(made up figures and rising values, it might not actually even be exponential)
lv40-45 = 10xp
lv45-50 = 100xp
lv50-55 = 1000xp
lv55-60 = 10000xp
etc... as in, the amount will grow towards infinity.... not good plan
why not instead adopt this?
level cap (5 level difference) = 10k
% of levels below level cap = 7k
(the next % of levels below the level cap) = (lower number)
that way, the leveling process is expected and reproducible, and as content gets released lower levels actually get easier to pass as their importance is lessened too.