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 Post subject: Experience Points Function
PostPosted: Sun Jun 08, 2008 8:50 am 
=^.^= Kitty =^.^=

Joined: Wed Mar 21, 2007 6:50 am
Posts: 1002
Location: Belgium
Dark & I have been looking for a good math function to use for xp needed per level. Anyone got any good ideas or somekind of generator (like RPG Maker has)?


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 Post subject: Re: Experience Points Function
PostPosted: Sun Jun 08, 2008 10:08 am 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
Either:
1. Plot desired points on a graph, then come up with a linear, exponential or quadratic equation to find the line of best fit (many calculators can do this automatically for you given the points and formula to use).
2. Just make up an equation, set it on a range you want for your levels, then just tweak it until it seems desirable.

Either way, graphing ftw.


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 Post subject: Re: Experience Points Function
PostPosted: Sun Jun 08, 2008 11:30 am 
Wizard of Xor

Joined: Sat Jun 09, 2007 8:30 pm
Posts: 236
Location: Mexico
f(x) = 1x ftw!


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 Post subject: Re: Experience Points Function
PostPosted: Sun Jun 08, 2008 8:42 pm 
Aleron Coder

Joined: Fri Jan 05, 2007 5:36 am
Posts: 2964
Location: Germany
spodis hint is my hint.
keep it exponential if u ask me


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 Post subject: Re: Experience Points Function
PostPosted: Sun Jun 08, 2008 8:50 pm 
Site Admin

Joined: Fri Jul 14, 2006 4:00 pm
Posts: 11230
Location: Washington
Keep in mind that the only important part is the difference between this value and any other related value (such as my game has individual skill costs and level costs, but if you're just doing levels only, this likely isn't a concern), along with the rate of growth over the expected character life-time. If you except the highest level players to be ~100, doesn't matter if the graph suddenly explodes upwards at an unholy rate beyond this. Besides that, it really doesn't matter much since theres so much influence from foreign factors (exp from npcs, how fast npcs can be killed, exp reduction for killing weaker npcs, quest exp, etc). Grab something that looks good, apply it, tweak later. Trust me, you don't want to put too much time into this until you can actually test it.


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 Post subject: Re: Experience Points Function
PostPosted: Mon Jun 09, 2008 8:12 am 
Aleron Coder

Joined: Fri Jan 05, 2007 5:36 am
Posts: 2964
Location: Germany
Maybe you can have the last few levels (10 maybe)
very hard to keep.
Have the player lose much exp when he dies,
but never go under for example lvl 70.
but to become lvl 80 (max?) he must be very skilled.

Like this, it doesnt depend on how long the player plays, but how good he plays!
^^

it would sort the noobs from the pros ^^


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