in reply to Mark W.: > Doing some quick math on the exp table, I see that at level > 50, you need 1.3 million exp to gain a level. At level 105 > of thereabouts, you only need 1.6 million. > So point #2 isn't really happening. > > Before we re-do the experience table again, is the issue only > needed for balancing about level 20 or so? Yes, the lower levels seem fine to me. It always took a fair amount of time for an average player to get to level 20-30. After that, things started to go way too fast. > I decided to write a quick program to generate some new > values - this is what it came up with: > > 20: 8500000 (1000000) > 30: 21706742 (1628886) > 40: 43219053 (2653275) > 50: 78260242 (4321896) > 60: 135338563 (7039905) > 70: 228313024 (11467251) > 80: 379758508 (18678931) > 90: 626447066 (30425989) > 100: 1028276476 (49560700) > 110: 1682813889 (80729116) > > (only printed out every 10 levels to not clutter things as > much). First column is level, second is total exp needed for > that level, and third is the delta exp (diff needed from the > level below). The first entry (1,000,000) was basically a > starting value to get the formula going (and it matches pretty > closely with the current table). Those values look quite good. IMHO the gaps could still be higher (especially the last 10 levels), but these values are definitly a LOT better than what we have today. Personally I'm abit out of the server code and I don't know how high one could set the values before trouble starts. > Other than rounding off the values some, this certainly > makes higher levels cost more. The actual multiplier here is > that the amount of exp needed to gain > next level is 5% more than for this level. Yes, let's just try it out. If modifying the levels[] array in "common/living.c" is all that needs to be done, that'd be easy. AndreasV