For my future RPG game, I want to implement a level system where characters have 100 levels. However, I don’t want this to be your common grind for 2 weeks or a week to get to max level. I want it to be HARD! But ofc not so hard to the point it isn’t enjoyable.
Anywho I created an exponential levelling system and I mixed in like so many different exponentials because I want players to feel that level of ease when going through the game (not too much at ease though) and then be hit with the reality, that this is a hard game.
I created an output of levels in correspondence to their exp and I mainly want to know if people think the exp is too high and would intimidate or scare away players, especially towards the later levels.
I will ofc round the numbers to whole numbers when I learn how to do that…
Also before yall say the exp for the final level is insane(which it kinda is tbh), I will show you guys some exp things I have set up:
book 1 gives 50 EXP
book2 gives 500 EXP
book 3 gives 10,000 EXP
book 4 gives 250,000 EXP (only will spawn a few times a day)
NPCs in open world will give like 50,000 EXP (meant for highhh levels)
ofc nothing is decided for sure but these are my starting points for now.
To clarify, are you trying to make the later game more difficult by increasing the experience requirement for the next level or are you trying to increase the time it takes to reach the end game?
If the former, I don’t think that only increasing the experience requirement would make the game harder.
If the latter, I think this is a bad idea because it’d create a state of grinding for little reward.
I think there are more creative solutions for both.
Not necessarily, I set the Exp in a way that players will struggle to level up if they don’t move up to the next stage. So by level 10 I expect players to be on book 2 hence why the exp is 1000.
By level 25 I expect players to be on book 3 otherwise they will struggle to level up
From level 25 - 45 I want players to cruise and enjoy that lovely low exp requirement. Also books will be multiplayer no matter what so before levelling up gets difficult I want to increase the interactive news with each other.
Then I increased the exp amount a lot from level 46 - 50 because I don’t want players to achieve level 50 unless they work for it and then players will also be forced to move onto higher forms of gaining exp.
From 50 to 85, the exp level gets higher but not that quickly so if you work for it then you should have no problem getting a higher level. From level 85 - 100 the exp between each level is larger as I don’t want players to reach level 100.
This is because levels will have advantages later on. I don’t want anyone to just have these advantages. If you work for it, you get it.
So technically the Exp is set in a way that it kind of makes completing the game harder, but there will be bigger things that makes the game harder. The fact all books except book 1 will only multiplayer. The fact you aren’t safe from “allies” when completing books. The game isn’t strategy but the more I think about if you were to use strategy you would excel.
NPCs in books will also increase in strength as books progress so that’s an element that increases difficult too Ofc.
Oh no no no, if you grind in this game it is big rewards, but it’s hard to grind levels so yet again got to work for it.
The game isn’t going to end when players reach max level there is a whole other thing set later on which players will want the advantages for later.
Oh thank you, I’m a beginner scripter so I didn’t know yet but it sounds and looks very simple. Although this wasn’t what I was looking for when I posted this topic I appreciate the help a lot.
You should probably smooth that XP curve a bit. But levelling shouldn’t really be a problem if you have other aspects in the game that could give big XP rewards.
Thank you, this was exactly the kind of feedback I was looking for! Before I hit solution where specifically do you think I need to smooth out the curve? I used different exponential equations so I can make specific points easier and harder at levelling up.
It really just depends on where you think the player will “get stuck on” the most. I’d suggest doing a test run on your own from level 1 to level 100 to see where specifically to reduce the “XP needed” growth.