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Arthur Koch2012-01-15 07:26:37
Game development
Arthur Koch, 2012-01-15 07:26:37

How to calculate the experience and level of characters?

Good morning,
advise where to read on the topic of the subject. It is desirable to link to specific materials, and not just game development sites. Ranges of values, balance (so that the character does not swing too long and not too fast), examples, nuances.

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8 answer(s)
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Ogra, 2012-01-17
@Ogra

Character progress:
Option 1. Constant rate - i.e. always 1000 XP per level
Option 2. Arithmetic progression - 1000 XP + 100 * N per level
Option 3. Geometric progression - 1000XP * (1.1) N
XP progress received for completing game tasks
1. Constant - time spent to reach a new level , always the same
2. Decreasing - the higher the level, the more experience is required.
Example: let the number of experience per level be constant: 1000 XP.
XP killing a mob = 100 * (10 + mob LVL - player LVL )/(10 + player LVL ). At the first level, you need to kill 10 mobs of your level, at the tenth - twenty.
I advise you to take any simple option. Say, a geometric progression (the formulas are known from school). And start experimenting with ratios.

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Vitaly Zheltyakov, 2012-01-15
@VitaZheltyakov

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Sergey Lerg, 2012-01-15
@Lerg

There is little information on this topic on the Internet. But you can see how such a system works in different games. I used to play Ragnarok and there are special calculators for it that calculate all the indicators. Inside it there are all the formulas of the game (with sufficient accuracy):
ro.doddlercon.com/calc/calcx.html
Here you can dress the character, upgrade and see how he fights against different monsters, the pumping speed indicator is also calculated.
An experience table is also available online:
www.roempire.com/database/?page=misc&act=exptables

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egorinsk, 2012-01-16
@egorinsk

For such questions (in general, questions about game development) there is little point in looking for answers in articles. Take your favorite game and see how it's done.

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1x1, 2012-01-15
@1x1

No tables will be correct in isolation from other factors. Personally, I prefer 1000 experience per level - anyway, by and large, nothing depends on this number.
Calculate the time after which it will be necessary to warm up the interest, based on your own game, and adjust the levels to it (tables of experience of general / combat / quest / from triggers / ...).

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shagguboy, 2012-01-15
@shagguboy

leagueoflegends.wikia.com/wiki/Experience_%28champion%29

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iZtiEV, 2012-01-15
@iZtiEV

Here's how it's done in WoW: Experience point , XP to level .
Only there, with the growth of the level, not only the amount of necessary experience for level-up grows, but also the amount of experience gained from killing mobs (of one’s own level) and completing quests: the increase in time at the level is small even with a strong increase in the required XP, i.e. pumping a character with Level 81 to 82 (2M exp) will take slightly longer to level from 84 to 85 (9M exp)

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Konstantin Kitmanov, 2012-01-15
@k12th

It seems to me that the amount of experience needed for a level-up is a rather arbitrary value. Only then it will be necessary to balance the amount of exp from monsters and quests - that's where the dog is buried.
Let's say you need 1000 exp for the first level-up, there are rats and wolves in the monster booth, and two quests. Estimate how many rats and wolves you need to kill in order to get the first level in half an hour or an hour, enter this value into the game and try to play.
As far as I understand, all these parameters are then calculated empirically by game designers.

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