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  1. #1
    Player

    Join Date
    Mar 2011
    Posts
    102

    Weighted Leveling System

    Taking the Player Poll it asked me about how I felt about the speed of leveling at this point. And I had to stop and think about it. I had to admit I liked my level 50 Pug. Knowing I had hit cap with something was very satisfying and rewarding, that plus end game content was available. BUT, I am much more fond of the journey to the end, Sure hitting cap is nice but I like my character having somewhere to go, and grow. I like level parties (when I can get them) and like to see my character grow as he learns new things. So... how do we balance these? How do we give casual players and "get to the end" players quicker access to the end game they want, and give Hardcore players the longer, extended experience of slower leveling?

    My thoughts are a weighted leveling system. Basicly the more you level a class, the more xp it takes to reach cap with other classes.

    Example

    Say it takes 100xp to reach cap with all classes and you want to raise PUG LNC and GLA, each of which are level 1

    GLA 1 100xp to cap
    PUG 1 100xp to cap
    LAN 1 100 xp to cap

    Now you start by raising LAN and get it to lv 10, this adds 5 xp to reach cap to each other class

    GLA 1 105 xp to cap
    PUG 1 105 xp to cap
    LAN 10 100 xp to cap

    Now after that you raise GLA to 20 adding 10 xp to cap to each other class

    GLA 20 105 to cap
    PUG 1 115 to cap
    LAN 10 110 to cap

    This system would allow for a "quick to the top" feel for causal and people who want to just get to end game, and give hardcore players a slower journey to the top, and thanks to the armory system it gives great rewards (skills) to those who go the extra mile.

    And of course some extra things may be taken into account, DoL and DoH may work on their own curve or none at all depending on players feeling towards synth and gathering, and content for these classes. And every class should be given 5-10 lvs where they don't affect the players xp needs so new players can try every class and see what they like before choosing a path.
    (1)

  2. #2
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by RemnantWolf View Post
    So... how do we balance these? How do we give casual players and "get to the end" players quicker access to the end game they want, and give Hardcore players the longer, extended experience of slower leveling?
    Armoury system: many classes to level up.
    For casual players it means at least 1 class they can focus on and enjoy end-game content at one point.
    For hardcore players it gives a lot of opportunity to re-live the leveling process, with a different class.

    Also, Yoshi-P said he wants the game to be more focused on end-game content than a simple endless leveling up experience.

    As for the ultra-hardcore gamers with already all classes to 50, all rare loots, all achievements... they can take a breather and step outside a bit while they wait for newer content.

    Everyone wins!
    (0)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

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