[CF List] Leveling at high level
Andreas Vogl
andi.vogl at gmx.net
Fri Aug 30 02:29:07 CDT 2002
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
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that level, and third is the delta exp (diff needed from the
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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
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