maybe... instead of increasing the amount of xp needed to level every cap-raise, you re-set the experience gaining proportions.
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.I am not too great at explaining this, I'll try again.
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.
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