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eisprinzessin
07-04-2012, 09:27 PM
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Character levels
Experience

eisprinzessin
07-04-2012, 09:31 PM
The gameplay systems are designed to expand for 200 levels of character progression. [1] This primarily expands the length of time people could play a character before hitting level maximum. [2] It will require replaying the game and be very difficult to achieve the final player level. [3]

Since Crate wants to expand the game significantly over time and release the game in stages, characters need to be able to keep advancing with each new expansion. Each installment can either have a hard level cap or a soft cap where you eventually out-level enemies and experience gain becomes really inefficient until the next expansion comes out with higher level enemies. [2, 3]
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Feature List (http://grimdawn.com/about_featurelist.php) Jan 2010
Lots of sentiments and questions, might be a novel. Jan 2010
Few informations. Apr 2012

eisprinzessin
07-05-2012, 08:47 PM
You gain experience in your battles. [1] In the beginning you level up soon, but each subsequent level requires more experience than the previous one. [2, 3]

In a multiplayer game experience is shared amongst the party members but not across any distance. This experience system best suits the more mature, hardcore audience, because it drives people to stay in the fight together and not linger too long in town or afk. It also plays into a competitive drive that players have to get ahead, even while you are playing cooperatively and helping one another.

This is part of the fun of the game and what drives people to frantically push ahead in multiplayer. It is a psychological component of play that has a huge influence over the pace of gameplay, changing it from the relaxed monster-bashing stroll that it often is in single player to the higher energy race that multiplayer games often become. [4]

The issue of mismatched character levels can arise in multiplayer games. Sometimes it is inconvenient but there is a certain fun to power-leveling a friend or being power-leveled. There is also an element of "exploiting the game" that feels satisfying even if the ability to do it was actually intended by the designers.

The group experience formula is specifically designed knowing that players would want to power-level. The developers wanted to make it possible but not too easy. [5] Either a higher level person can go back and gain diminished experience while helping their friend or they can both travel to higher-level areas in which the lower level person will gain experience at a faster rate than the higher level person. [6]

If the level differences are really extreme, like one person has a level 50 and the other is just starting out, the best option is to just start a new character with them. [7]
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From zero to hero? Apr 2012
From zero to hero? Apr 2012
Lots of sentiments and questions, might be a novel. Jan 2010
Experience sharing/Experience Creep Nov 2010
Mentoring Would Be a Nice Addition to the Game Nov 2010
Mentoring Would Be a Nice Addition to the Game Oct 2010
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