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An exponential leveling curve

skeezix01skeezix01 Member UncommonPosts: 18

The views stated in a previous thread seem to overwhelmingly support a slow leveling experience.  I am definitely, very much on board with this. However, I don't think a linear, slow progression is necessarily the answer. I invite your comments on the following leveling curve idea:

An exponential leveling xp curve. <inserting disclaimer here: I'm no math whiz> It would not be a true exponential curve, but it could come fairly close. Development resources are finite, in a linear progression system, they spend that resource in a very linear fashion. The content is spread equally from level 1 to 50 and once people progress to the next 'zone' or 'tier', they move on. The early level content is all used up and newbie zone eventually become wastelands.

In an exponential xp curve system, the initial levels come fast and furious, but the later levels are long, then very long, then very, very long. Content is king, right? Now from a developer point of view, this frees up a ton of resources to develop bags and bags of content for the late game. Newbie zone will still eventually be wastelands, but at least the devs will have more time to put content in the game that really matters, ie the late game.

An idea on how this might work:

Levels 1 to 10 are quick and tutorial-ish, introducing basic mechanics.

Levels 11 to 20 brings in your firsttcould of dungeons. Introduces more character depth.

Levels 21 to 30 the exponential level curve slowly begins to bite. Adds more dungeons, with

some additional mechanics, add another layer of complexity to character development.

Levels 31 to 40 are challenging, the time between levels is taking noticeably longer, dungeons

are challenge and character development is flushed out.

Levels 41 to 49.9999999, err, ok level 50. :) These are very hard and get progressively more difficult. There is a ton

of content is this level range due to the fact the this is where you will be spending the vast majority of your leveling time.

 

I'll leave the idea there, as wall of texts are all but ignored. :)

Thanks for your time,

Skeez

Comments

  • DullahanDullahan Member EpicPosts: 4,536

    Ya, usually the first 10 levels are a bit quicker as they introduce you to your class and the world.  The player usually lacks enough abilities and strength to spend too long in these levels, but if enough content could be created I wouldn't even mind if the first levels were slower.

    Ultimately its all about whether or not theres content - places to explore, things to achieve - during the leveling process.  Whatever they decide the rate of progression should be, the goal should be to fill all of those levels with enough variety to match it.  If you make leveling excessively grindy with nothing to accomplish or explore, that is where problems arise.


  • Gyva02Gyva02 Member RarePosts: 499

    Side note on beginning levels becoming wastelands.

     

    Bring back the super mean and scary wandering mobs to beginner zones. If they have the slight chance to drop something cool this will bring the vets back to the beginner zones and newbies will always be seeing activity. Also it'll put the fear into ya which is what made older games so fun. What I also loved about EQ was the materials dropped by low level mobs were used by the high level players, remember WTB Stack of Bone Chips? And make it a face to face trade as well. This will keep beginner zones alive :)  

  • Raidan_EQRaidan_EQ Member UncommonPosts: 247
    Originally posted by skeezix01

    The views stated in a previous thread seem to overwhelmingly support a slow leveling experience.  I am definitely, very much on board with this. However, I don't think a linear, slow progression is necessarily the answer. I invite your comments on the following leveling curve idea:

    An exponential leveling xp curve.

    Thanks for your time,

    Skeez

     

    Our views on "linear" level experience are different.  Linear to me means there are 1 or two zones to choose from at any given level range and the only thing you can do to advance your character is grind/quest in those 1-2 zones the same way as every other player.  Basically a linear, non-sandbox, theme park model.

     

    Pantheon developers have already stated that progression in Pantheon will not be linear, but, instead, will be horizontal in that progression will be slower, but not always due to just an increasing (exponential) exp curve.  There will be other forms of advancement required as well that have been touched upon, but not really fleshed out yet that will be necessary for character advancement (Rights of Passage, etc).  I also hope, like EQ, that there are multiple overlapping leveling zones at each level range, such as zones ranging from levels 10-20 others 15-25, etc. where the player has choices of where to level and the game doesn't force you into a linear path.

     

    As far as the leveling curve goes, I have no doubt that it will increase exponentially -  as your level increases so will the required experience to obtain the next level.

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