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level curve decrease at higher levels

 
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10/11/2013 23:20:40   
Mother1
Member

I have been reading many of the topics about unfair pairings and reasons why we have them. Most of the time the solution I have been hearing is to cut the level range to give those lower levels trying to reach the cap a break. However, at the same time this would give negative back lash those who have reached the level cap. No only that there is no grantee even with that the lower levels will even go to the cap due to it being so overwhelming for them. So while playing an old game I thought of this idea. it could go something like this. I give my own explanation as well with each change.

1-10 increase the EXP needed by twice the amount.

Before anyone says this isn't fair, look at the amounts needed to level up at this range. It is extremely low and not only that, you have NPC giving EXP at this level if you don't want to fight regular players, and here you have an abundance of players to compensate for it. So the extra EXP gain won't feel like a core to get, and there won't be negative back lash of you being forced to fight higher levels majority of the time either.

11-20 Increase the EXP needed by 50%

There are still a lot of players in this group, and while there aren't NPC to help you level up, you still have a decent amount of players to play with where you won't get too many higher level match ups. Plus build options here are higher then at the higher levels meaning more builds work here.

21-30 Level the EXP needed unchanged.

This is the point where levels start to get thinner but at the same time not to the point where we have everyone facing higher level most of the time. Plus increasing here where you are more likely to run into Jugs in 2 vs 2 would make this torture due to mid level jugs popping up wouldn't be fair to these players.

31-36 Decrease the EXP Needed by 50%

At this point you are not only facing a high demand for EXP but you are also facing higher level players who made it to the top or close to it due most players normally quitting here which results in the current match making problem. Lowering the bar here would make it not only easier for lower levels who face higher levels to level up faster, but it will also help relieve that feeling of this is so impossible to do, and help lower levels get to the level cap faster which will help there be more higher level players for more fair fights without having to punish another group of players.

With this getting to the level cap will be easier for those lower levels trying to get to the top, and with more players getting to the level cap their will be less of the lower levels near the cap complaining due them not getting fair match ups as well as thinking it being impossible to get to the cap. Not only this there is also a benefit for the lower levels as well. Lower levels level up so fast that many of them don't have extra time to farm credits for items. With this change they can get the extra time they need to do so since they won't be leveling up as fast, but at the same time won't be as overwhelmed as higher level would be with the normal curve.

These numbers aren't set in stone so they can be changed. What are your thoughts ideas suggestions for improvement of this idea?
Epic  Post #: 1
10/12/2013 13:58:07   
ED Divine Darkness
Member

5000000000000% supported amazing idea

:O :O :O
AQ AQW Epic  Post #: 2
10/12/2013 14:08:32   
Ranloth
Banned


Wasn't this done already? We've had a change in Exp requirements back in Delta, which has raised Exp requirements greatly - little to no change until around Level 15 IIRC - and then it's started requiring much more experience, and slowing down again (less steep) at higher levels (above Level 30).

I don't think there's a problem with the curve but the rewards. If you were to boost Exp rewards (say by +5, just like Credits were after removal of BTs) then it'd speed it up greatly. +5 per battle may not be a lot but by Level 30, you would've likely done 1,000 battles or so thus making it 5,000 Exp difference. It'd also stack with Exp boosts and Power Hour which also increases it.

Lastly, players like high numbers. If they see an increase, it gives incentive to play. The less you play and the more you achieve, the more happy the player & ends up playing more.
AQ Epic  Post #: 3
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