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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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