A more versatile exp multiplier system <<Request>>
I pondered this for some time but dont have the time to implement this:
It would be nice to have a more versatile EXP multiplier system.
Imagine you want to run a server where people initially level very fast but getting slower the higher level they become.
So it would be nice to assign an multiplier to an level range. Below an example of what I have in mind:
A table with two unsigned init entries.
level;multiplier
1;8
10;5
30;3
50;2
60;1
So at level 1 you have an 8x EXP multiplier which goes down linear to 5x at level 10 and goes further down to 3x at level 30 and so on.
If someone just wants to have an fixed multiplier he just sets his desired multiplier at level 1 and adds no further rows.
Its too late to edit the original post so here a correction and an addition.
the value for the exp modifier should be float and not unsigned int.
Especially with high exp modifiers there is the problem that you can not even get your most used skills to max before you level. Maybe it would be a good idea to add (at least part of) the exp multiplier to the success chance for an skill increase. So at least your most needed Skills would stay up to par.
51, 54, and 59 were hell lvls, not sure on 57 but i don't think so... and after posting too much serious stuff previously, I just had to point out anyone else notice that 8, 5, 3, 2, 1 is a reverse fibonacci series? math geeks, unite!
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