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Castle Paradox
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Should the experience equation be changed? (read first please) |
Yes |
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66% |
[ 10 ] |
No |
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33% |
[ 5 ] |
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Total Votes : 15 |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Thu Mar 25, 2004 7:45 am Post subject: James... |
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James, if your reading this up in heaven (or wherever you are) I think it's about time to change the experience equation. My beef with the current level up equation is that the difference between the xp requirements at higher levels is HUGE. I hate to criticize your math, but your constants are trouble. 1.2*XP may not mean much early, but later in the game, thats a whole lot. I've tweaked with the equation for a while and I've come up with something that I think might work a bit better.
A suggestion:
XP * 1.1 + (current level+3 or next level+2)*2
examples-
level 1: 30
level 2: 30 * 1.1 + 4 * 2 = 41
level 3: 41 * 1.1 + 5 * 2 = 55.1 = 55
level 4: 55 * 1.1 + 6 * 2 = 72.5 = 73
level 5: 94
level 6: 119
level 7: 149
level 8: 184
level 9: 224
level 10: 270
level 11: 323
level 12: 383
The curve of the first few levels in my equation is pretty similar to that of your own. My level 12 value and yours have the same value. But after this, your equation gets very steep.
My value / Your value
level 13: 451 / 465
level 14: 528 / 563
level 15: 614 / 681
level 16: 711 / 822
level 17: 820 / 991
level 18: 942 / 1,194
level 19: 1,078 / 1,438
level 20: 1,230 / 1,731
level 21: 1,399 / 2,082
level 22: 1,587 / 2,503
level 23: 1,796 / 3,009
level 24: 2,027 / 3,616
level 25: 2,284 / 4,344
level 26: 2,568 / 5,218
level 27: 2,883 / 6,267
level 28: 3,231 / 7,525
level 29: 3,616 / 9,035
level 30: 4,041 / 10,847
level 31: 4,511 / 13,021
level 32: 5,030 / 15,603
level 33: 5,603 / 18,761
level 34: 6,235 / 22,518
level 35: 6,933 / 27,027
level 36: 7,702 / 32,437
level 37: 8,550 / 38,929
level 38: 9,485 / 46,720
level 39: 10,516 / 56,069
level 40: 11,652 / 67,288
level 41: 12,903 / 80,751
level 42: 14,281 / 96,906
level 43: 15,799 / 116,292
level 44: 17,471 / 139,555
level 45: 19,312 / 167,471
level 46: 21,339 / 200,970
level 47: 23,473 / 241,169
level 48: 25,920 / 289,408
level 49: 28,614 / 347,295
level 50: 31,579 / 416,759
level 51: 34,842 / 500,116
level 52: 38,434 / 600,144
level 53: 42,387 / 720,178
level 54: 46,737 / 864,219
Level 55: 51,525 / 1,000,000
As you can plainly see see, 51,525 is a number much smaller and more manageable than 1,000,000. My equation doesn't even reach 1,000,000 until around level 90.
I'm in no way saying "Change it or die" nor am I asking you to use my equation. I'm still overjoyed that you changed it from the old level up equation. I'm simply putting the idea up in the air for you to consider. I know you could probably come up with a better equation than mine, so if you want to, by all means do it.
For those who agree with me, or completely disagree, feel free to speak up because I know that this people may not be as concerned with this as I am. It just causes balance/leveling up issues.
BTW, I'm aware this could affect old games, though James could put in a general game bitset to simulate the current xp requirements just as he has for the original level up equation. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah...
Last edited by The Drizzle on Thu Mar 25, 2004 7:58 am; edited 1 time in total |
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Shadowiii It's been real.

Joined: 14 Feb 2003 Posts: 2460
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Posted: Thu Mar 25, 2004 7:56 am Post subject: |
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Of course the "easiest" way fix this little issue is to have something implimented that let you set your own experience for each level. But I'm guessing that would be a pain. _________________ But enough talk, have at you! |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Thu Mar 25, 2004 8:00 am Post subject: |
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An enormous pain, I'd say. The community would probably come to a consensus on what the equation would be anyway, and we'd all end up using the same equation anyway. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Thu Mar 25, 2004 8:13 am Post subject: |
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Shadowiii wrote: | Of course the "easiest" way fix this little issue is to have something implimented that let you set your own experience for each level. But I'm guessing that would be a pain. |
That would be soo nice though, if it could be pulled off (eventually)... Everyone can set a certain hero to get experience faster. That way the heroes that join you later in the game won't be a greater level for long. Not to mention the nice little plot device that could turn out to be.
Overall a big and unnecessary pain for the time being. I like Drizzle's equation much better than what he shows to be James’s. I don't like slow experience, unless it's a game that carries on for a while. You certainly wouldn't want to be level 99 when you still have five more stages to go, if you know what I mean... _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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T-Master
Joined: 10 Dec 2003 Posts: 74
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Posted: Thu Mar 25, 2004 10:17 pm Post subject: |
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Perhaps a customizable formula such as:
X * Y^level could be implemented, where you could specify X and Y. |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Fri Mar 26, 2004 5:12 am Post subject: |
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That formula is ridiculous. X*Y^level? Anything above 1.1 for y would get out would make the xp ridiculous at level 50 even.
That's beside the point though, since I'm guessing what you mean is an equation that is customizable. The problem with this is that it would require a lot of math to come up with a reasonable equation. The majority of people would have terrible equations (I'm not trying to be arrogant here, I'm just being realistic). It would take the user-friendly edge off of the engine. Coming up with a good equation for XP is harder than it might seem. I spent about an hour just working out the one I used here. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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junahu Custom Title: 45 character limit

Joined: 13 Jan 2004 Posts: 369 Location: Hull, England
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Posted: Fri Mar 26, 2004 5:29 am Post subject: |
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erm. What he means is that perhaps the level up equation should be customizable (I.e. perhaps a plotscript command or something that enables you to change the level up formula from its default equation). This way we can change the level up equation without having to worry about whiney newbies posting 'why won't my heros level up?' because they forgot to set an equation.
Alright, I understand that it would never be that simple to implement.  _________________
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Fri Mar 26, 2004 6:36 am Post subject: |
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Yeah, I said that.
I wrote: | That's beside the point though, since I'm guessing what you mean is an equation that is customizable. |
You wrote: | he means is that perhaps the level up equation should be customizable |
Yeah...
Anyway, plotscripting would be a bad idea since only people who know plotscripting would be able to change it (not really that hard I know, but still, unnecessary). What Tarot Master seemed to imply was one that is built into the editor which is a better idea. It could also be set to a default equation, which would work just fine. The problem is, if you're only able to select variables, it'll hardly be customizable. To make an effective system, you'd need to have the equation itself be customizable which would seem very tough to do.
In concept though, the idea is awesome. You could set it so you need 1000 xp to level up at every level, a la FF8. Or you could set it to go up by 1 every time. A customizable equation would be awesome. Though there are troubles. Not everyone is good at math. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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Aethereal SHUT UP. Elite Designer


Joined: 04 Jan 2003 Posts: 928 Location: Gone! I pop in on occasion though.
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Posted: Fri Mar 26, 2004 6:48 am Post subject: |
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I like the idea - it'll make me not have to use invisible spawned enemies that suicide to give more than 32000 Exp, but there needs to be an option in General Game Bitsets to use "Old Formula" or "New Formula" for the sake of older games that won't get updated. _________________
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Fri Mar 26, 2004 8:04 pm Post subject: |
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James wrote: | I do want to make the experience formula customizable in the future... |
I emailed James about a bug and this was part of his response to the email. Best news I've heard in weeks. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sat Mar 27, 2004 6:25 pm Post subject: |
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Absolute no-no to changing the formula by plotscripting. And also, having different formulas for each hero is too much hassle.
Quote: | That formula is ridiculous. X*Y^level? Anything above 1.1 for y would get out would make the xp ridiculous at level 50 even.
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Personally, I don't theres anything particularly wrong with the current formula, its just not one designed to let you level up to huge levels like level 50 easily. People can make the formula as steep or as shallow as they want, especially if you can change Y in this case to anything between 0.000 to 32.767.
Quote: | X * Y^level could be implemented, where you could specify X and Y. |
That doesn't seem very customisable though. (IMO, I think current * Y + X would be easier, though it has exactly the same effect) I thought about
X * Y ^ Z + U * W
where all the variables may be set to a number, the current required experience, or the level, but even that doesn't allow Drizzles suggested formula.
I suppose it would have to be similiar to the currently customisable tile-animation patterns. _________________ "It is so great it is insanely great." |
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Ishrie

Joined: 17 Apr 2004 Posts: 39 Location: The middle of nowhere. ;)
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Posted: Sat Apr 17, 2004 6:55 pm Post subject: |
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I don't see anything wrong with it. I mean, if you want to level faster, make the enemies give out more exp.  _________________ http://www.oddwebsite.com/ddw.php?tjord=11 |
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RPGCreations E Pluribus Unum

Joined: 18 May 2003 Posts: 345
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Posted: Sat Apr 17, 2004 7:10 pm Post subject: |
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Under the current setup, setting via plotscripting would not work anyway, since you can only use integers and could not pass the ^, +, - , and / characters. _________________
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sun Apr 18, 2004 3:34 am Post subject: |
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Ishrie: The equation does make alot of difference. For instance, if the difference between exp needed for L6 and L10 is relatively small, then at L10 you can level comfortably in areas you leveled up in when you were L6. If there is a huge difference, you will force the player to level up in areas with specific monsters.
Also, there current equation is not designed for gaining high levels - exp required caps at 1,000,000 exp at around L60, and then remains constant, but max exp per monster is 32767. _________________ "It is so great it is insanely great." |
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Sun Apr 18, 2004 8:16 am Post subject: |
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The Mad Cacti wrote: | Also, there current equation is not designed for gaining high levels - exp required caps at 1,000,000 exp at around L60, and then remains constant, but max exp per monster is 32767. |
Granted you can 'fake' enemies with more than 32767 EXP (or gold) by creating invisable enemies that die immediately. The player doesn't notice whats going on, and bam! 65534 EXP... 98301.... 131068... up to about 262136 per battle I Think. Regardless of this, after level 50 or 60, It'll take you a minimum of four battles to gain one level, provided every enemy gives out max exp, and you only have one character in the battle at any given time. I'm pretty certain that there IS an actual limit to the amount of EXP that the engine will give out in a single battle though. |
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