This is something I think would work well. As the formula says on the wiki for Exponential Growth...We can simply do

BaseExp multiplied by ((1+GrowthPercentInDecimal) to the power of Level)


Adding onto what Ace said, you could probably do something that would be sort of like a sphere of Exp gain... What I mean by that is...Similar to the way some MMORPGs give you exp. For example, if you kill someone that is red (say 10 levels higher than you) it wouldn't give you exp. If you killed something 9 levels higher though (just an example level) it would give you loads more exp than killing something your level. The same can be reversed. 10 levels lower than you gives no exp, 9 levels lower gives you very little xp.

I'll try to come up with a formula for something like what's above soon. Though that may not be what you're looking for.
I think when you reach the level 99 area your exp should be measured in millions by then but that's my personal preference.

For less important things like leveling individual units I like smaller numbers because it's more manageable but main characters I like to deal with larger numbers.
In response to Zecronious
Depends on how much a million is. is it easy to get? or a grindfest that also plays into it when you are making a exp curve, furthermore do you really want it in the millions? personally id prefer it to be a lower number (Never exceeding 999999) and have the exp gained at a good rate.

In response to Zecronious
Zecronious wrote:
I think when you reach the level 99 area your exp should be measured in millions by then but that's my personal preference.

For less important things like leveling individual units I like smaller numbers because it's more manageable but main characters I like to deal with larger numbers.

Whether you're working with large numbers or small numbers, it can be the same either way. You'd just lower your exp gains for lower max exp points or, raise it for higher. It really doesn't make much of a difference aside from Byond doesn't like displaying large number...
In response to Kyle2120
Yeah that's why I made my curve in a similar way, I wish we could turn off byond's scientific notation.
In response to Midgetbuster
Yeah, millions which are easy to get are fun. Like Diablo 2, it's not that hard to 200mill exp from baal (final boss) runs.

After you reach level 60 or so I think you've already got mills of exp and it's a pretty good feeling.
I remember using a workaround at one point a long time ago. I think I turned it into a string. html_encode() may have been there as well. I can't really remember.
In response to Zecronious
That still just depends on the game. Maybe you don't really want the player feeling good at that time. Maybe the game is demanding more of a serious tone. A challenging time they must overcome. I don't know, just throwing that out there.
In response to Albro1
Yeah, one thing to note about Diablo 2 is that leveling is very hard when you're finishing the first difficulty. Then it's very hard to be able to beat the boss in the second difficulty and finally very very hard to do it in the third time. So when you finally beat them and you can run them it's super easy glorious exp but in between it's a struggle.
In response to Albro1
Hey do you mind working that out again? Because that would be such a big help. I've got this Idle RPG that I've made but it's big problem right now is that it goes to scientific notation on exp when it gets to high levels which looks really nasty.
In response to Zecronious
Zecronious wrote:
Hey do you mind working that out again? Because that would be such a big help. I've got this Idle RPG that I've made but it's big problem right now is that it goes to scientific notation on exp when it gets to high levels which looks really nasty.

Another way you could do it, is converting the exp display to a percent.

100*(curr_Exp/next_Exp)
In response to Zecronious
Zecronious wrote:
Hey do you mind working that out again? Because that would be such a big help. I've got this Idle RPG that I've made but it's big problem right now is that it goes to scientific notation on exp when it gets to high levels which looks really nasty.

Look in the guide. num2text. The second argument determines the maximum number of digits permitted.
So are you guys telling this to me or each other because I do not understand anything with the terms you guys use.
In response to ImmeasurableHate
ImmeasurableHate wrote:
So are you guys telling this to me or each other because I do not understand anything with the terms you guys use.

They have pretty much gone onto a general discussion about formulas and the ways to do them, if you have no idea what they are talking about id suggest taking a look at guide and reading up on anything they mention, i mean hey it can only help you more amiright?
In response to Ter13
Ter13 wrote:
Zecronious wrote:
Hey do you mind working that out again? Because that would be such a big help. I've got this Idle RPG that I've made but it's big problem right now is that it goes to scientific notation on exp when it gets to high levels which looks really nasty.

Look in the guide. num2text. The second argument determines the maximum number of digits permitted.

Ah right, I thought it had something to do with num2text, should've read it's help entry. Silly me.

That works perfectly anyway, thanks a bunch. I might need to write a system to get it into "1,400,000" form, could be fun.
In response to Ter13
Wrote up the system to handle big numbers, http://www.byond.com/forum/?post=1245286
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