Level beyond 25+

Rodeo
Posts: 298
Joined: Wed Apr 20, 2016 10:43 am

Re: Level beyond 25+

Postby Rodeo » Sat May 14, 2016 1:30 pm

Well I thought I was being generous with time but we may need to look into it a bit more. From what I have experienced with Nightmist for someone to get max level it literally takes years but I like the way you are thinking on a time frame it's defiantly alot better.

Zilveari
Posts: 77
Joined: Thu May 05, 2016 10:05 am

Re: Level beyond 25+

Postby Zilveari » Sat May 14, 2016 2:12 pm

Yeah people don't have the attention span for that kind of thing these days. Part of the reason why Blizz made is so much quicker to level in WoW. So they didn't lose too many subs and could attract more.

No one wants to sit at a screen looking at the same monsters for weeks, or months nonstop while at level 24.

alvarlux
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Joined: Sat Apr 30, 2016 4:23 pm

Re: Level beyond 25+

Postby alvarlux » Sat May 14, 2016 5:20 pm

I took a look at what the exp curve could be, following NiteHawk's general "keep it simple" principle.

plotted out both versions of 25+ - continuous (26-50) and tiered (0-25^2)

Continuous
The idea is to use the existing rate of exp requirement increase, which based on looking at the Knight (where i started) was 167% on average. This quickly proved to be ridiculous though, requiring 73 trillion exp for level 50 Knight.

I then tried a softer curve for the 26+ levels of 105% and this only requires 677 million exp for a level 50 knight.

Even assuming characters keep 4 attacks (possibly even get a 5th), and content is created to scale similar to RoK's leveling zones, this would force a large disparity between 25 and 50 and probably require a new wave of OAD equipment etc.

Tiered
I thought basing the values on the previous curve but multiplied was simple and elegant. Since the tiered system was designed to reuse as much existing content as possible, and would also have you losing and then regaining your attacks again at the same rate, this should scale fairly well.

Lvl 25^2 with 2x multiplier is 400 million, 3x multiplier is 600 million.


I've also taken a stab at the same formula's for Assassin to give an idea of what a more expensive character requires.
Math (let me know if this link doesn't work) - https://docs.google.com/spreadsheets/d/1jq2C7cX7uegnOMebp9vQBP3u3eCWCsNgJgrt0sGJbJs/edit?usp=sharing

Conclusion
Though originally for the continuous design, I think this has convinced me the tiered system will probably be better for the game.

Ideas for tiered:
Cost to increase your level should be increased as much or more then the exp curve -> gold sink/control method
The bonus for tier should possibly be split - 5% at "revert" and 5% at 25^2
Possibly reset the naming for the class on "revert" - name is only indicator of level on [Look] - maybe add description line of "{Character} seems to glow with the light of {charcater's divinity}" or "{Character} has surpassed mortal limitations."

Kenichi
Posts: 39
Joined: Sat Apr 23, 2016 5:29 pm

Re: Level beyond 25+

Postby Kenichi » Sun May 15, 2016 9:13 am

Damn daniel back at it again with outrageous time frames.... lol

Level 50 should not take more than a month at decent play time anyway... People were leveling 25er's in like 2-3 days.

Nitehawk how about making special squares/rooms that nullifies 25+ levels.

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NiteHawk
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Re: Level beyond 25+

Postby NiteHawk » Sun May 15, 2016 11:31 am

Kenichi wrote:Damn daniel back at it again with outrageous time frames.... lol

Level 50 should not take more than a month at decent play time anyway... People were leveling 25er's in like 2-3 days.

Nitehawk how about making special squares/rooms that nullifies 25+ levels.


2x tiered curve is plenty enough to not be a choir while not making it take forever. While I do agree Kaos was a bit too easy, it was because of a certain few areas that builders 'wanted to be the best' and flaunt it via giving rapid EXP. We can lower it a bit, add 26-50, and timeframe wise it should take 1month of active playing 3-5 hours a day to get a level 50 character. I think that's a healthy amount. A big portion of the game I want to focus on is END GAME CONTENT. 8)

Continuous doesn't work very well in any case. Tiered with a x2 multiplier is plenty and it doesn't nullify the areas we currently have, I.E. we don't need to make the world huge to support it.

I feel like Syndar was way to big and it killed PVP because it didn't have the 200-400 playerbase it used to have. I understand people used several characters blahblahblah but the world regardless was fine with that amount of people. I think if we have to make different 25x+ level areas its going to hurt because there would be no interaction.

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Lateralus
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Joined: Wed Apr 20, 2016 2:21 pm

Re: Level beyond 25+

Postby Lateralus » Sun May 15, 2016 1:19 pm

NiteHawk wrote:
Kenichi wrote:Damn daniel back at it again with outrageous time frames.... lol

Level 50 should not take more than a month at decent play time anyway... People were leveling 25er's in like 2-3 days.

Nitehawk how about making special squares/rooms that nullifies 25+ levels.


2x tiered curve is plenty enough to not be a choir while not making it take forever. While I do agree Kaos was a bit too easy, it was because of a certain few areas that builders 'wanted to be the best' and flaunt it via giving rapid EXP. We can lower it a bit, add 26-50, and timeframe wise it should take 1month of active playing 3-5 hours a day to get a level 50 character. I think that's a healthy amount. A big portion of the game I want to focus on is END GAME CONTENT. 8)

Continuous doesn't work very well in any case. Tiered with a x2 multiplier is plenty and it doesn't nullify the areas we currently have, I.E. we don't need to make the world huge to support it.

I feel like Syndar was way to big and it killed PVP because it didn't have the 200-400 playerbase it used to have. I understand people used several characters blahblahblah but the world regardless was fine with that amount of people. I think if we have to make different 25x+ level areas its going to hurt because there would be no interaction.



True pvp was really the lifeblood of Rok and when that went downhill everything else kind of followed. I'm totally with you on forced interaction. The best leveling spots should be contested in my mind. Adding a whole other world of content sounds like a bad idea. Starting to thing maybe an extra stat or 2 for getting to whatever the next level stage is after 25 might be best so we are not dividing the community.

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Mujahideen
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Re: Level beyond 25+

Postby Mujahideen » Sun May 15, 2016 4:15 pm

I would like to see it only go up to level 26. I think once you start talking lvl 30+ the stats start getting ridiculous and a gap starts to form between the new players and vets.

At level 26 you get an extra attack as well as a hp gain for leveling, and you should have access to a new tier of more powerful and expensive (gold sink) weapons/armors/spells that are lvl 26 only. This way people are not running around with armies of alts that are way more powerful than everyone else, but lvl 26 would still offer a significant advantage.

Let's make the exp required for it double what it is for lvl 25 and cost a few million gold to train.

Edit: or if at lvl 26 instead of the new tier of weapons and armors you get access to stat altering rings that were talked about earlier.
Troll. I am here to create the issues that plague the game, I will push your buttons and like the outcome.


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