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Algorithm for levelling up: Dilemma (Forums : Ideas & Concepts : Algorithm for levelling up: Dilemma) Locked
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Dec 20 2013 Anchor

I have been working on the maths of a RPG I am making for a few weeks. For levelling up, I used an activity based progression (more you use a skill, the better you get in that) along with a y^2=4ax type parabola to make learning progressively harder (where x increase contantly based on your use of the particular skill and y is the skill level). The trade-off is that in the starting of game, it's very easy to increase your "level". And that's what I don't understand- is it a good thing or not? Will a player enjoy getting level ups faster initially, or will it irritate her? Any suggestion?

PS. The game is less about action and more about stealth, social skills and manipulation; so, the "easy-boss-in-start-harder-boss-in-end" factor isn't THAT important in skill development.

PPS. Not saying that there's NO action at all, but it's not the top priority.

Dec 30 2013 Anchor

What I would recommend, is to tie XP to gear somehow, as in you need to be wearing specific gear to advance in the respective area

So while in the beginning it would be logical to rapidly advance in the basic skills, the advance skills would go unchanged, and leave those areas as something to explore in the natural progression of the game.

Dec 30 2013 Anchor

You can use the early game to help the player get accustomed to the game and gradually introduce new mechanics. It is something that has to be play tested to get a feel for and not something that has to be hard coded early.

Dec 30 2013 Anchor

It is good to make things easy for players at the start so they get buy in and want to continue with the character development process.

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