On Mon, 4 Apr 1994, Danhiel Baker wrote: > What do you think about having the same chart for every class (or perhaps > have everything from level 10 an up the same)? I wouldn't like it, and would probably end up hacking it so that each class progressed differently if it was implemented in Circle 3.0 I think Thieves should advance the fastest, Clerics and Mages an average rate, with Warriors requiring a bit more than the others. I'll probably have to adjust the Warrior chart anyway because I've got multiple attacks implemented though. > Do you feel that 18.5 Million exp to immortal is too steep? I think any levels after 25 should be really steep, but then it also depends on the XP of the monsters. Since you're the person doing both the worlds and the XP charts, your're in the perfect position to balance them out. :) Are there any really high level areas that you plan to add, or are you going to stick with more low-mid level ones? > Heck, here's a look at the chart as is... the exp shown is the amount > needed to make the level it is beside. > > 31* 18.5 M > 30 16.0 M 19 3.80 M 8 120k > 29 14.0 M 18 3.25 M 7 80k > 28 12.0 M 17 2.80 M 6 40k > 27 10.4 M 16 2.35 M 5 20k > 26 9.4 M 15 1.90 M 4 10k > 25 8.4 M 14 1.52 M 3 5k > 24 7.4 M 13 1.15 M 2 2.5k > 23 6.4 M 12 770k 1 1 exp > 22 5.65 M 11 470k > 21 5.00 M 10 320k > 20 4.35 M 9 200k Seems good, though I'd put a bigger "hump" at level 8, level 16 and level 22 for all classes. This would mean players of each class would tend to linger at those levels for longer and since there would be a slightly larger number of players that were around level 8, 16 and 22, it would make grouping with players of your level easier. Ugh.. and that's it for me tonight... talk to ya all tomorrow... I've reached my quota for posts to this list in a single day. _O_ Ryan L. Watkins e-mail: vamp@csulb.edu | Academic Computing Services url : http://www.acs.csulb.edu/~vamp/ | CSU Long Beach - Network Support pgpkey: finger vamp@gothic.acs.csulb.edu
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