- Forums
- Idea Submission
- Experience Scaling
Thu Oct 31 18:04:26 EDT 2013
So there was some talk recently about increasing the level cap on npcs and items, however, I feel that this could make a bad situation worse. It'll just mean that the strong keep getting stronger and the little guy won't ever catch up. So I propose a new type of experience system to help level the playing field a little.
What I mean by this is that the exp given for each attack should be increased, perhaps even doubled. However, if you are a higher level than the npc you are attacking then the exp you receive should be decreased. For instance right now when I attack a level 150 npc I get 127 exp. for someone at level 150 they should get perhaps 250 or so. Then given a buffer zone of a few levels, maybe 5 or so, each time they level they would get less and less exp resulting finally in them receiving what we get now.
This should help people reach level 150+ a lot quicker and then once a significant population of the game has reached that point the level cap could be raised.
Thu Oct 31 18:07:54 EDT 2013
Quote from Kuzachika
So there was some talk recently about increasing the level cap on npcs and items, however, I feel that this could make a bad situation worse. It'll just mean that the strong keep getting stronger and the little guy won't ever catch up. So I propose a new type of experience system to help level the playing field a little.
What I mean by this is that the exp given for each attack should be increased, perhaps even doubled. However, if you are a higher level than the npc you are attacking then the exp you receive should be decreased. For instance right now when I attack a level 150 npc I get 127 exp. for someone at level 150 they should get perhaps 250 or so. Then given a buffer zone of a few levels, maybe 5 or so, each time they level they would get less and less exp resulting finally in them receiving what we get now.
This should help people reach level 150+ a lot quicker and then once a significant population of the game has reached that point the level cap could be raised.
not bad, not bad
Fri Jun 27 6:12:54 EDT 2014
I like where your heads at but you talking specifically high levels or for everyone
Fri Jun 27 13:14:29 EDT 2014
It would work the same way for everyone, however only higher levels would really be affected. Once lower level players start seeing a decline in exp they can always go attack a higher level npc and not have to worry about the scaling. Higher level players would have no where to go once they hit the cap and would have to continue attack for less exp giving the lower level players a chance to catch up.
Fri Jun 27 18:28:21 EDT 2014
I think people are higher levels for a reason - check the attack counter on each player's profile. CG has over 2.1 million attacks, I can't even fathom ever doing that much. He deserves to be high level and if lower levels don't put in the work, they won't ever get high level.
Edit: With that said, I do think anything lower than level 100, the experience should be doubled if not more. I can understand how someone under level 100 doesn't want to work 6 months to get to level 100, so perhaps speed up the 1-100 process some.
Tip: The reason there's few high levels is not because the exp / attack is low. It's because people aren't attacking enough, period. No attacks day after day results in 0 growth, no matter how you try to slice it.
Edit: With that said, I do think anything lower than level 100, the experience should be doubled if not more. I can understand how someone under level 100 doesn't want to work 6 months to get to level 100, so perhaps speed up the 1-100 process some.
Edited 2 time(s). Last edited by Lufia_Maxim @ Fri Jun 27 23:02:09 EDT 2014
Mon Jun 30 8:49:16 EDT 2014
The original idea was to make the exp gain punitive, where the amount of exp gained decreases substantially if you're attacking lower level enemies. It didn't turn out like that though. Instead, we base the amount of exp you can gain on the enemy's level. It has a similar effect, up to a point.
It was mostly to discourage high level players from attacking the lower level NPCs, to make it inefficient for them.
This is effectively what has been happening with the likes of JD and CG21. There are no NPCs near their level, so they have to attack level 150 NPCs and below. This means that they aren't getting any greater EXP from attacks than a level 150 player would get.
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I think we do need to make the difficulty increase as you level up. It'd have to be fair and reasonable though. Also, I was considering some sort of system where the turn cost of attacking would increase temporarily after you'd managed X amount of attacks that day.
So, for 1-2000 attacks, 1 turn, 2001-4000 attacks, 2 turns, etc. Just an idea.
I wouldn't change any of this stuff without discussing it first though, because it's a bit of a touchy subject
EDIT: We have to remember too, that these high level players have millions of exp between levels. That's a fairly substantial difficulty increase in itself. We just have to make sure that the exp gain from attacks starts to taper off more quickly, or it'll compensate too much for the increase exp gaps between levels.
Invisible War ][
Edited 1 time(s). Last edited by Cyberkilla @ Mon Jun 30 8:51:49 EDT 2014