As it says on the tin, I have a proposition about experience gain and criticism about our current system.
At the moment, I would say that our system is a bit on the easy side to level up in and it feels too linear for my tastes. As it stands right now, you always have to kill 5 enemies to gain a level, assuming that they are at the same level as you (or less if they are at higher levels, as usual). The problem is that it feels too bland and linear, as it feels flat about having to kill 5 enemies to gain each level. It also doesn't offer much hope for lower-levelled players hoping to catch up to the higher-levelled players, as they will be almost always be at the same point behind the high-levelled players in terms of level unless they are absent from the session.
Instead, I propose a growing proportion of how much EXP is required for each level. At the moment it is your level*5. However, this feels too linear for an EXP system. Instead, my proposition is based on a non-linear scheme and increases with each level.
I propose that the amount of EXP needed to level up to be equal to your level*(5-0.1+level /10), rounded up. More complicated, but this should provide a more realistic and interesting EXP system that gives more room for the lower-levels to catch up to the higher-levels.
For reference, this is the EXP requirements for the first 10 levels in the two systems side by side (while it is fairly small, the difference is still noticeable):
Any comments/suggestions?
At the moment, I would say that our system is a bit on the easy side to level up in and it feels too linear for my tastes. As it stands right now, you always have to kill 5 enemies to gain a level, assuming that they are at the same level as you (or less if they are at higher levels, as usual). The problem is that it feels too bland and linear, as it feels flat about having to kill 5 enemies to gain each level. It also doesn't offer much hope for lower-levelled players hoping to catch up to the higher-levelled players, as they will be almost always be at the same point behind the high-levelled players in terms of level unless they are absent from the session.
Instead, I propose a growing proportion of how much EXP is required for each level. At the moment it is your level*5. However, this feels too linear for an EXP system. Instead, my proposition is based on a non-linear scheme and increases with each level.
I propose that the amount of EXP needed to level up to be equal to your level*(5-0.1+level /10), rounded up. More complicated, but this should provide a more realistic and interesting EXP system that gives more room for the lower-levels to catch up to the higher-levels.
For reference, this is the EXP requirements for the first 10 levels in the two systems side by side (while it is fairly small, the difference is still noticeable):
Old System
New System