Nullnullatte wrote:
Now that the arches are on fire how about redistributing these costs a bit to
increase character variation on other than last 10 levels ?
Advancing from level 1 to 50 would cost you 6188314 experience points.
Advancing from level 1 to 60 would cost you 20346531 experience points.
Advancing from level 1 to 70 would cost you 35847927 experience points.
Advancing from level 1 to 80 would cost you 60936630 experience points.
Advancing from level 1 to 90 would cost you 102211193 experience points.
Advancing from level 1 to 100 would cost you 322097175 experience points.
And NO, I don't mean doubling the costs on lower levels, just ridistributing
the total cost.
Why? To discourage new players?
I do understand it's boring as hell to advance from lvl90->lvl100, but to make
it equally boring for new players to go from say lvl30->lvl40 makes no sense.
And high lvl players have the possibility to train level chunks.
In the old days when the sun was brighter, arches were more beautiful and
mudsluts gave to everyone it took forever to advance at least lvl 30. Lvl 50
is a _full guild_ player and lvl 80 is a DOUBLE full guild player. Of course
your POWER improves a bit from lvl 80-> 100 but it really isn't that big
difference but exp-wise its 260m in only lvl costs.
And now we've this exp pool which should at least HELP players to gain those
valuable experience points needed for levels after 50 - let the <50 lvls stay
as they are so maxing one guild is easy.