Level management
Hi, I am making a browser based RPG game. I have a problem I am trying to tackle with levels. In my game levels allow players to use weapons of certain strength. I am trying to develop some way to manage this easily. For instance, what I was thinking was that for each level a user advances, they can equip a weapon that has ten points more damage. So a level 0 user can have a weapon that causes at least +10 damage points, a level 1 +20, a level 2 +30, etc. The problem with this is that a level 1 player is twice as powerful as a level 0 player, and that as the level increases, the less significant the increase becomes (ie while a level 1 player is twice as strong as a level 0 player - which is undesirable - and a level 10 player is only about 10% stronger than a level 9 player, and a level 100 player is only 1% stronger than a level 99 player). I don't want to hardcode levels and weapon stats because that would make my game far too complex. I am probably look for some more natural formula that stays relative in strength with regards to its adjacent levels. An increase in percentage, as in level 1 is 10% stronger than level 0, and level 100 is 10% stronger than level 99 will make determining what level a weapon can be equiped at complex too (there is more than just the damage, I was simplifying it). Any suggestions? Thanks.
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I don't like large jumps in stats in general. I was tooling around with a 2D RPG a while back and instead of levels, I used a continuous spectrum for stats. Using a double float, I gave my character a range of strength from 0.0 to 100.0.
Strength goes up for each event that tests strength by an amount derived from the challenge of the event. For the purposes of a toolin'-'round 2D RPG, that just meant whacking monsters (I had a goblin AND a dragon, so I can use plural here).
Whacking a goblin first tested dexterity and awarded more dexterity based on the goblin's agility. Then, it tested strength against the goblin's defense, and awarded more strength according to the goblin's defense. I forget the formula exactly, but it was something like avatar.strength += target.defense / (CONST_LEARN_MODIFIER * avatar.strength)
In any case, if you don't like the idea of a continuous spectrum, I think the setup you have now is fine. Large jumps in skill at lower levels with smaller increases as an expert make sense in the real world.
Strength goes up for each event that tests strength by an amount derived from the challenge of the event. For the purposes of a toolin'-'round 2D RPG, that just meant whacking monsters (I had a goblin AND a dragon, so I can use plural here).
Whacking a goblin first tested dexterity and awarded more dexterity based on the goblin's agility. Then, it tested strength against the goblin's defense, and awarded more strength according to the goblin's defense. I forget the formula exactly, but it was something like avatar.strength += target.defense / (CONST_LEARN_MODIFIER * avatar.strength)
In any case, if you don't like the idea of a continuous spectrum, I think the setup you have now is fine. Large jumps in skill at lower levels with smaller increases as an expert make sense in the real world.
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