During that time, I thought of a way to implement exp requirement and exp gain. Here's how it'd work:
You have a static exp requirement - it stays the same regardless of your level. Let's say the requirement is 100.
You gain around 1 exp from each enemy you kill, though some smaller enemies with less health can give .5 or .25.
The amount of experience you gain is altered based on the level difference between you and the foe you kill. For each level under you the foe is, you gain 25% less experience. For each level above you the foe is, you gain 25% more experience with a maximum of 100% more experience. Using this system, foes 4 levels under you would provide 0 experience and foes 4 levels above you would provide double experience. The cap for bonus experience is 4 levels, so a foe 6 levels above you would still only give double experience.
This way, designing enemies' exp rewards can be made simpler. You can make a ground rule: those ordinary goblins with average health will give 1 experience per kill. The bigger ogres will give 1.5 experience since they're tougher. The sludge snakes with small health will give .25 experience. The bats with tiny health that are there to explode into guts for visual appeal will give .1 experience. I think you get the point now...
Another thing I didn't understand about systems that make it become harder and harder to level up as you gain more levels (such as MapleStory): if I'm gaining the same thing per level up (5 stat points, some health, whatever), why does it go from taking 2 minutes to level to 5 hours? Maybe it's just me, but I'd prefer playing a game where gaining levels stays as hard/easy as always so long as I fight enemies in my level range.
The way I see it, bonuses to this system over a typical MMORPG/RPG system would be:
- It saves you the trouble of designing a more complex system that ultimately does something very similar (makes players fight enemies their level in order to gain experience)
- Players may see this as a much simpler method
- It would be easier to design how much experience each creature gives
- It would be easier to design how much experience quests should give
I was also thinking a level scaling feature for enemies could be included, which would make enemies gain levels (therefore, gain higher stats and such) if they're under the player's level and would make the player gain experience from them.
So, that's about all...thanks for reading! What do you think?