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Old 03-27-2003, 12:46 PM   #4
Grey
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Join Date: Apr 2002
Location: Stony Brook/Chestnut Ridge, NY
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On Seasons, we have an autolevelling system with a very steep exponential incline as nte levels get higher (max 250 player levels). Each race has a levelling rate that absorbs a % of exp toward level, but we also use a skill based training system, and we have elsewhere to spend exp such as stat raising (capped by level, so only at the highest level can you reach your race's highest possible base stat for all 6 stats), player jobs (smithing, merchant, runesmith, etc.) which all have skills that need exp to train and a whole lot more. This is basically a hybrid of skill based training and autolevelling and it worpks this way..

Ex. Human (levelling rate 10%, exp rate 100%) kills a mob worth 100 exp. the exp rate says to give 100% of this exp to the player so he receives +100 free and +100 total experience. now taken separately, the levelling rate says we give them 10% toward a level (NOT taxed out of what was gained), so 10 exp goes towards their automagic-levelling, which is controlled by a formula in all user bodies that uses their level as a function to calculate how much experionce is needed to attain the next level.

The way to keep players from getting bored is to control their levelling to some degree OR give them as many options wherein they can spend experience points while still maintaining a goal-oriented playing style as well as keeping it fun. On seasons, we both control the levelling and give the players options to spend exp on.
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