ID:265901
 
In a game I am working on I've run into a bit of a snag. The snag itself is basically the title of the post, experience Calculations and Leveling, Mainly what I'm thinking is Gain x amount of experience per quest Completed or Monster Killed, but there in lies the problem, How should I calculate how much experience is earned? What would you people like Large EXP Gains and Fast leveling with High requirements for Skills or slow leveling with low requirements.

Now after that, The calculations themselves Lets say for level 1 its 100 exp for the first level, Should it be 200 for the next? Or maybe 500? What would seem more logical to the players? What about Killing the monsters? Should it be like, Kill 10 then gain enough experience to level? or What about Kill one then level then 2 kills to level, then 3 and so on? Should the leveling continue on? Like when they hit level 1, Say for example its 0-100 experience to level 1 and 300 experience for level 2 When they level Do they keep the 100 experience and require only get 200 experience for the next level Or should I reset the exp to 0 and Require them to get 300 for the next?
Fast leveling + High Requirements = Slow Leveling + Low Requirements

The ratio is the exact same. Slow leveling and low requirements is just the "simplified fraction" form of the former (eg. 4/8 = 1/2)

It all ends with whichever you prefer. So your question then becomes, essentially, "How much?". There's no definite answer to that question, in all honesty. Every game has a different experience gain formula, and therefore their own sets of balances. You're just going to have to find yours :\
In response to Spunky_Girl
But which would attract more players? Like what would the player prefer =p
In response to King killer 113711
You could try taking a poll on your blog. o.O
In response to Spunky_Girl
Ahh, thanks for the idea, but ill take a poll on the games forum =p Thatll get more of the player base instead and what they prefer, instead of what the community itself enjoys..It would be better to please the current player base, then loose them and possibly not gain any back.
A good rule of thumb to calibrate experience is to say maybe 40 minutes of play time is needed to reach level 2, and then +10 minutes for each additional level. The time between levels keeps going up.

For experience needed per level, usually an exponential formula works best. So based on that and the linear time progression, you would want to calculate typical monster XP at each level in such a way as to reach the next stage. Monsters will start earning you more and more XP of course, but only if you go after the ones that are challenging enough to fit that X-minute profile.

With a quest system instead of hack-and-slash, probably the first quest completed should be enough to propel you to level 2, with the next quest not providing quite enough to hit level 3. You can still calibrate by play time, using a rough estimate (based on quest complexity) of how long it will take and how much XP it should offer as a reward. You can even offer several quests balanced in such a way, giving players the option to choose an easier path and level more slowly.

Lummox JR
In response to King killer 113711
King killer 113711 wrote:
But which would attract more players? Like what would the player prefer =p

Judging from the mass of Naruto/DBZ/Bleach games that are out there that force you to train in repetitive (read: boring) ways, many people seem to want to level ridiculously fast without actually doing much of anything.
I think a good rule is that if you've got very little content and your method of leveling isn't very interesting, you'll have to make each level go by pretty fast to keep the attention of your players (they like seeing the new numbers flash by, trying to be the best, believe it!).
If you've got some decent content to move through as they level then it would be more worthwhile to take things slow.

I wouldn't get too hung up on the matter though, if you spend too much time tweaking the leveling curve, that's a lot of time that could be spent inventing neat quests, or whatever your game might involve. If it ends up being too off-balance, you can always change it later.

When it comes down to it, if your game is interesting people will probably play it regardless.