Peterm wrote: > > I agree with AV, you feel alot more proud of a high level char > > because it took so much work to do, if we lower that difficulty.. > > OBVIOUSLY.. you will be less proud of getting a high exp char. > > I would actually be more happy to see the amount of exp required > > per level a log(x) - 2 curve or such... > > Well, it took me, arguably a highly experienced and expert player, > something like 3-4 months to bring my char to his present mostly-maxed > state on Metalforge. > > Seems hard enough to me! > > I don't think it needs fixing. Well, we're talking about reducing exp loss on death. Now imagine every time you died it took you only 3 levels down, would you still need 3 months to hit level 110? I bet no. Anyways, my concern is that once we have this 3 levels limit, there is no difference between being level 50 and level 110, except that the player grows stronger. You need the same amount of exp to gain a level, and you loose the same amount when you die. In other words: If you are able to reach level 50, growing to level 110 requires no additional effort. In fact, it will be much easier at the high end because the player is a lot stronger by that time. I think this would be very odd. That's why I plead for using widening gaps for level gains, like all RPGs do. That wouldn't make the game very much harder, it would mainly lenghten the process to hit the uppermost level. So that the average time to beat the game is kept about the same, while the difficulty to keep your levels is reduced. Make players grow slower but grow more steadily. Andreas V.