ID:152214
 
Which would you say is the best kind of leveling system. There's of course the classic kill slime get exp. Then there's the kind used in many of the Naruto games where its log train,log train,log train,etc..... Or of course there is the kind in Naruto GOA where you gain exp while recovering health. I was just wondering what other people prefer. I tend to like the Naruto GOA type of leveling except that you just stand there and wait to level =/ Any opinions?
Levels basically represent how strong you are based on stats (not how skilled). And most of the time, leveling is not as important as gaining stats since higher stats=pawnage, depending on what type of game it is. I prefer games that the Click() function for the game map and the keyboard to access the rest of the commands. It's quite annoying switching tabs to find the command which you want to execute so keyboard macros are the way to go, OR add the important commands to grids.
In response to Kakashi24142
Well the game I'm making is supposed to be more based on PvP so would it be better to have them gain exp by killing other players instead of running around a killing NPC's or just training by holding down a button?
For my game I use the basic "kill monster and get [x] exp". But I've made some changes to it, firstly to help prevent grinding monsters 5 or so levels lower than the character fighting them give no exp. I hate grinding, and it will never take more than 5-10 fights against monsters of the same level to gain a level, and this way you are forced to fight monsters in your level range.
Secondly, players are rewarded/penalized depending on their preformance during combat. Basically, ever action a player makes in combat is deemed as good, bad or neutral. Neutral actions are most things, such as attacking, defending or what not. Good actions are as the name implies, good things, smart choices, things like exploiting enemies weaknesses, healing nearly dead allies, using status effects early on in combat and so on. Bad actions are the opposite, using attacks the enemies are resistant against, healing when it's not really needed or even being hit by an elemental weakness and so on.
Depending on a players preformance at the end of combat they are rewarded with more or less exp. Basically, smart players who make use of stratergy and think about what they are doing will find the game a lot easier to play than those who don't use any stratergy at all.
It isn't the best system ever, but it is a system designed to reward those people who are actually good at the game and take the time to learn how to play properly (because lets face it, in most online RPGs skill is unimportant, having the highest level or the best equipment will win you the fight 100% of the time).
In response to The Magic Man
I actually like that idea except that I suck at strategy so I'd probably suck at any game you make =P
I'm starting to get a serious fondness for achievement-based experience.

For instance:

+1 Exp for the first time you log in during a given week
+1 Exp for the first time you injure an enemy during a given week
+1 Exp for the first time you cast a spell during a given week
+1 Exp for the first item you steal during a given week
+1 Exp for the first enemy you ever kill
+1 Exp for every fifty enemies you kill
+1 Exp for the first enemy you kill during a given week
+1 Exp the first time you discover a new artifact (the first person to spot it)
+1 Exp the first time you handle a specific artifact (every person who touches it)
In response to Jtgibson
This is somewhat similar to my experience system, although it is paired with a somewhat more "generous" combat xp system.

I'll give an example here...

The world has a lot of lore, from quest areas, to monster "fiction". Since only a handful of quests are openly revealed, players benefit greatly from reading a handful of books every once in a while. They then take what they learned from one, and apply it to another, giving them a location (not as simple as it sounds, mind you). For this, they gain a small xp reward, and a new location is discovered.

They can do the same for enemies. Even skimming over books mentioning their enemies adds a small (VERY small) combat bonus against them, as well as revealing weaknesses (a big deal in this game, some enemies cannot be killed by conventional methods). Using these methods grants them more combat xp than simple "hack and slash" tactics. Luring your enemy into traps, extremely quick/brutal deaths, "Flawless Victories" (killing your opponent without being injured or affected by it) are all much more rewarding than normal means.

It also contains more "global" rewards. Being the first to discover a location, the first to craft an item, first to slay a certain enemy (or defeat a boss), first to complete a quest, passing a number of traps unharmed, etc. etc.