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Alexander Lozovyuk2015-07-10 00:56:51
Game development
Alexander Lozovyuk, 2015-07-10 00:56:51

Make the game the same experience for each next level of the player?

The essence of the question is what are the pros and cons of the player's development system, when each subsequent level has the same and fixed amount of experience. For example, 10,000 units, which, with the most dense game (theoretically ideal gameplay), the player needs 3 days, for example. And it's the same from 1 to 2, from 79 to 80.
There is not much difference in the gameplay at high levels - recruitment time can be reduced by 10 - 20%, but not at times.
PS Genre-platform - for example, the usual medium-casual browser (not social, but classical).

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2 answer(s)
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Daniil Basmanov, 2015-07-10
@BasmanovDaniil

In the standard scheme, each next level requires more experience. This scheme allows you to get a sense of progress almost for free. That is, you can increase experience for monsters/quests in proportion to the level, so that the speed of obtaining levels is unchanged, but the feeling of progress, growth of rates will still remain. In addition, you have control over the distribution of player levels. Whether you want to reduce the number of high-level players or increase the prestige of a level 80 elf, you simply adjust the formula in one place and you're done.
In the case of equal levels, you push the experience to the background, the effect of the piskomerka decreases. Also, it's harder to manage player progress, like how to slow down getting levels? Give less experience? Give the same amount of experience, but make enemies stronger? Both options may be perceived as dishonest by the player. It's not a fact that you absolutely need to influence the number of high-level players, but maybe your economy will fall apart if all players are at the maximum level, or something.
In short, you can’t just take and put up the same amount of experience for each level. Both options are viable, but be prepared for the fact that you have to adjust the design in other places so that nothing falls apart.

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xmoonlight, 2015-07-10
@xmoonlight

Casual:
experience = [number of wins]/[number of games]*1000
skill = ([maximum number of moves on THIS level by players]-[number of moves of a player])/[maximum number of moves on THIS level by players]*1000

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