ID:153327
 
I want to have it so there is no lv cap in the game,and I dont want it to be impossable to lv up after lf 30, like it should take awile to get to lv 80 but not forever. Doese any one have any idears on how i could set up an ex system that it wouldnt take for ever to gian a lv unless u weir on a really hi lv??? I would greatly apreshiate any idears.
An infinate level system is much more basic then a non-infinate level system.
Basically when ever someone levels up, you just increase their stat vars, increase their level, reduce their exp, and increase the amount of exp they need to get to the next level.
In response to DarkView
There are ways to do it on a curve too, like say...
lvl 1 needs 500 exp
lvl 5 needs 2000 exp
lvl 10 needs 3000 exp
lvl 20 needs 5000 exp
lvl 30 needs 7000 exp
then it starts to even out, making each level almost as easy as the last...
lvl 40 needs 8000 exp
lvl 50 needs 8500 exp
lvl 60 needs 8750 exp
lvl 70 needs 9000 exp


See how it levels off, asking for just a little more exp.
Depends on the amount of XP you dole out. The formulae I normally use is XPNeeded = (Level Squared) * 50. Adjust 50 as necessary.

This gives an actual curve. It gives the table:
Level | XP
1|50
2|200
3|450
4|800
In response to Scoobert
ok but the problem is I dont want to take forever to gian 1 lv after 30 it should be atleast fiarly easy to get to lv 80. Ok for an infinate lv system it need to be like how much extra ex + the combined ex that u have earned. now by lv 30-35 there is a mon called metal babble but they go first, most attacks miss it, magic dont work on them, and they usually run away before u can attack,but they give 10,500 ex if u kill it. that mon is the best ex in my whole game. i'm trying to figure out how much extra ex per lv is needed to lv up and i dont want it to easy or to hard to lv up between lv 1-80.
In response to Zoltor
Well, first of all, you need to look at levelling as more than just xp and xp per level in order to balance levelling difficulty. First of all, the power a player gains for advanceing must be somehow related to the experience availible for monsters. That is, do mobs just yield a fixed amount or is there a comparison between the mob and player? If there is a fixed amount, it should be tied to a difficulty scale. Then, you can determine how "easy it is" for players to gain experience and set your charts/gain formula appropriately. Let's say, for example, that a player starts with a power of 1 and each time he levels, he gains power 1. Lets also say that a monster is worth exp equal to it's power level. Now let's say you want a player to have to kill 10 mobs of his power level to advance. That means at level 1, he must defeat 10 lvl 1 mobs. At level 2 he could defeat 10 level 2 mobs or 20 lvl 1. At 3 he could defeat 10 lvl 3, 15 lvl 2, or 30 lvl 1. In this case, you would set xp required to 10*lvl. You could have the monsters get more difficult in a linear fashion (to match player growth) or exponential (to make enemies increasingly difficult) or some combination. Further, you could also use an exponential or multiplicative function to make character growth slow down. For example, if the xp required were lvl^2+10, it would be 11 xp at first, 14 at 2nd, 19 at third, 26 at 4th, 35 at 5th, 110 at 10th, 410 at 20th, 2510 at 50th, etc. An exponential function such as level^3 would slow it down even more.

In the end, it will require some careful balancing on your side.
In response to Jmurph
Well the stat gians r gonna be random,certian char r gonna have slightly differant range on some of the stats.Example: HP state gian for most of the classes will have a random 1-14 for a class like hero or knight will be something likie this 1-22. based off of the class and what r the strong points of each class. like magic users in str probally will only be 1-3. Perhaps i should tell u what game i'm makeing. I'm trying to make a Dragon Warrior 3 clone with extras. If any of u have played DW 3 on NES in the old days you might know what i'm talking about.I'm gonna try to have the monsters and the char starting stats be exactly like the original game.Infact I want the reg game play includeing lv up to be the same but I need a lv system that allows me to have no lv cap and that doesent screw up the game frome lv 1-99.
In response to Zoltor
One thing I'd like to point out is that the only way you'll ever have a level cap is if you put it in yourself... They don't just automatically happen, leaving you to find a way to get around them... A basic leveling system is infinite... You just need to keep adding to the stats at certain determined levels of experience...

The only time that would ever be limited is if you limited it on purpose... (For instance, you'd have to tell it that they can't go any higher than 30 before it will put a cap at 30)

The only problem you seem to be having is in deciding how much experience should be needed to go from level to level... In order to do this without limiting yourself unintentionally, you should probably come up with some formula that calculates the next exp plateau based on their current level (instead of hard-coding a bunch of values and their corresponding level) But to do that, it's something you need to come up with on your own... Only you know what types of monsters you'll have, how much exp they'll give, how fast you want your players to level, etc... None of us can give you the numbers to use... We can give you suggestions on how to use the numbers, but you've got to choose the values yourself...
In response to SuperSaiyanGokuX
actually your wrong becoese most lv systems u need to make a lv tree for each lv and once u stop the lv tree code it automaticly by defualt caps the lv at what ever lv u stoped the code at,and you should look at my question.My question was to mind an ex per lv that wont unballance the game and doesent take month of playing to get to lv 80 or so.
In response to Zoltor
Can you take some grammar lessons please its hard to understand you.
In response to SuperSaiyanGokuX
Well, there becomes a point in most systems where it is next to impossible to level. When you need 1 million exp and you are getting 30 a kill, it kinda ends.
In response to Zoltor
I DN N MB U SD US FL WDS
In response to Scoobert
correct u are scoobert,but i'm trying to figure out a system that it isnt impossable to get to lv 99 at least, but yet allows players to gian more lvs for the long time players. You see the reg game play will be just like the nes DW 3 game but i want char to be able to surpass the reg lv 99 cap, seeing how there is gonna be a pvp arena in the game.I plan to awso make a system that you can gian lvs by defeating high lv char's, but first I need to figure how i'm gonna do the reg lv system.
In response to Garthor
Garthor wrote:
I DN N MB U SD US FL WDS

You downloaded a mega bomb and I am going to send it to florida to blow up the world, word?
In response to Scoobert
Scoobert wrote:
Garthor wrote:
I DN N MB U SD US FL WDS

You downloaded a mega bomb and I am going to send it to florida to blow up the world, word?

HEY! That's my plan for world domination!

Damn world domination plot stealers. >.>
In response to Zoltor
If you have a levelling system where you have to HARD-CODE the experience needed to gain each level, then it's a really crappy levelling system. You need to make up a formula that generates the needed experience values for you, based on the player's current level. Once you have that formula, levelling automatically becomes infinite with no extra work.

You just need to balance it right so that it gets the effect you want. Squaring the level and multiplying by something provides a nice experience curve. Just play around with the values until you get something that works for your game.
In response to Crispy
ok thanks crispy.
In response to Crispy
Using a graphic calculator normaly help give you an idea of how the curve runs
In response to Zoltor
For a capless level system - that is, one that does not break itself with the power given and paces itself with the player character - I recommend the system used in the .hack games on the PS2.

You need 1000 xp to make next level. No more, no less. However, the amount of xp given by a monster is dependent upon a comparison of the player and the monster. A simple comparison is levels.
With that, a simple formula evolves: exp_gained = (monster.level-player.level)*10+50. That is to say that you can bash on monsters up to four levels lower than you and still gain exp (albeit at a snails pace).
Killing evenly matched monsters (level wise) gains you 50xp, needing 20 kills to level.
You can of course stretch this out by increasing the number after the +. The formula automatically scales itself.
Want the base to be 100? Then: exp_gain = (M.level - P.level)*10+100. Now you can bash up to nine levels lower than you.
Another way is to change the multiplier: exp_gain = (M.level-P.level)*5+50. This results in the same "down level" effect as the last formula, but the "up level" effect is much slower, making it less worth risking even or better matches for the exp.

Levels are the easy way to compare. If you want to get fancy, you can compare various values. For example, let's say that in your system STRENGTH is most vital to damage and offensive power. VITALITY is most vital to reducing damage and defensive power. AGILITY is most vital to accuracy and evasion. However, in general your system rewards higher accuracy and evasion rather than raw damage and reduction. On average, a player with high AGILITY is going to do more damage over time (important) and take less damage over time (important). Using a percentage system, you would normally rate three "equal" values as .33 or 33%. However, AGILITY is obviously of prime importance to both offense and defense. So, we prorate AGILITY as .5 or 50%. STRENGTH and VITALITY are realitively equal, so they rate as .25 or 25% each.
With that figured out, we can calculate the "level" of a given player:
PLAYER A-
STRENGTH = 7
VITALITY = 7
AGILITY = 5
POWERLEVEL = 6

PLAYER B-
STRENGTH = 6
VITALITY = 6
AGILITYY = 9
POWERLEVEL = 7.5

Obviously, PLAYER B has the advantage being 1 to 2 "levels" higher than PLAYER A (depending on rounding).

Ultimately, the amount of exp given for an even match and the rate of change per level up and down is up to you. Find what works best for you. Just remember that whether it's 100 xp or 10, you can always scale the system to work with it. Bigger numbers are simply a means to make the player happy. In the above examples I could make the base xp for an even match 1000, the xp need to level 10000, and the multiplier 100. Net change: nothing. I just multiplied everything by 10.

In response to sapphiremagus
With systems like that, I suggest adding in a 0-30 random modifier just to help the player feel like he is doing something new. Like some even matches will result in 126xp, but others will result in 83xp, same level, same difficulty, but not the same numbers.
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