My approach for implementing a rigorous levelling system, from initial design to implementation for large player bases.
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Description:
- The required XP increases linearly with the player's level.
- Example: 2500, 5000, 7500, etc.
- Customizable: Base increase of 3500*n.
$XP_{needed} = level \times XP_{perLevel}$
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Description:
- The required XP increases exponentially with the player's level.
- Common in MMOS/RPGs like WoW.
$XP_{needed} = XP_{base} \times growthRate^{level-1}$
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Description:
- The required XP increases according to a power of the player's level.
- Similar to games like FFXIV, POE, Diablo 3, Skyrim, Oblivion.
$XP_{needed} = XP_{base} \times level^{exponent}$
- Description:
- Boosters are implemented to enhance XP gain for players.
- Customizable: Boost percentages, duration, etc.
- Description:
- Discord integration for level updates by proxy.
- Description:
- System includes notifiers to enhance the overall player experience.
- Description:
- Utilizes researched psychological principles to optimize player engagement.
- Description:
- The system allows for easy customization of XP progression via config.