Original Post
Lets suppose player A is lv 2304, in a normal game with linear formulas he would be able to kill enemies up to level 4000 ( after than he begins to do 0 dmg ).
The problem is the following :
1) Player has to grind for 3 months non stop to get to level 4000 to beat that enemy.
After that the game creates enemies higher level so that he doesn't feel "bored". So even if he goes to level 4000, his next enemy will be 8000 = 3 years grinding.
This leads to a point where the player no longer levels up fast enough to reach his next "kill enemy objective" thus quits.
ps. The next enemy it generates is strong enough to force the player to grind in order to be able to beat him.
(You remember disgaia grinding ?)
2) The actual problem is the following : "the time to double your power" increases exponentially(doubles each time), which means that the player gets less satisfaction as time passes.
You can notice this in all games, for example in wow how much time does it take to double your hp :
lv1-2 : 5 min,
lv2-6: 40 min,
lv6-12: 6 hours,
lv12-20: 10 hours.
lv 20-30: 24 hours.
lv 30-40: 2 days.
lv 40 -50: 5 days.
lv 50-60 : 10 days.
This means that leveling in this system has "diminishing returns" which prevents the player for embracing the leveling up system.
Solutions :
1) Exponential xp gain. Player levels up faster the higher level they are. He may get 1% of his total levels per enemy kill, so that after 100 enemies he doubles in power.
This system is flawed as numbers have limited precision thus after 64 (double ups) all numbers will overflow and the game would crash.
Also numbers are hard to read i deal 12312323123 damage out of your 976421367899 hp pool.
2) Level has hidden exponential stats, for example the enemies deals 10% extra dmg per level difference. Lv 2304 Player A will now die from lv 2334 enemy ( he deals 300% more dmg and receives only 30% dmg).
Pros:
1) it works. It forces grinding for a specified amount of time to battle next enemy.
Cons:
1) The status screen doesn't display big numbers to make the player "happy". Thus reduces his will to grind.
2) Hidden stats will confuse the player and make them ask why they died to an enemy with 10 hp higher than them.
3) Wow style : Xp requirements increase exponentially every time you level up (200% more time), however when you level up you get exponential stat bonuses. For instance In wow lv 1 gives 10 hp and lv 80 gives 20000 hp.
Cons :
1) User has to grind too much to get a feedback of his overall stat increase.
This will lead to a point where he has to grind for 3 years to reach next level.
Any alternative ideas for making a "level grind" system ?
The problem is the following :
1) Player has to grind for 3 months non stop to get to level 4000 to beat that enemy.
After that the game creates enemies higher level so that he doesn't feel "bored". So even if he goes to level 4000, his next enemy will be 8000 = 3 years grinding.
This leads to a point where the player no longer levels up fast enough to reach his next "kill enemy objective" thus quits.
ps. The next enemy it generates is strong enough to force the player to grind in order to be able to beat him.
(You remember disgaia grinding ?)
2) The actual problem is the following : "the time to double your power" increases exponentially(doubles each time), which means that the player gets less satisfaction as time passes.
You can notice this in all games, for example in wow how much time does it take to double your hp :
lv1-2 : 5 min,
lv2-6: 40 min,
lv6-12: 6 hours,
lv12-20: 10 hours.
lv 20-30: 24 hours.
lv 30-40: 2 days.
lv 40 -50: 5 days.
lv 50-60 : 10 days.
This means that leveling in this system has "diminishing returns" which prevents the player for embracing the leveling up system.
Solutions :
1) Exponential xp gain. Player levels up faster the higher level they are. He may get 1% of his total levels per enemy kill, so that after 100 enemies he doubles in power.
This system is flawed as numbers have limited precision thus after 64 (double ups) all numbers will overflow and the game would crash.
Also numbers are hard to read i deal 12312323123 damage out of your 976421367899 hp pool.
2) Level has hidden exponential stats, for example the enemies deals 10% extra dmg per level difference. Lv 2304 Player A will now die from lv 2334 enemy ( he deals 300% more dmg and receives only 30% dmg).
Pros:
1) it works. It forces grinding for a specified amount of time to battle next enemy.
Cons:
1) The status screen doesn't display big numbers to make the player "happy". Thus reduces his will to grind.
2) Hidden stats will confuse the player and make them ask why they died to an enemy with 10 hp higher than them.
3) Wow style : Xp requirements increase exponentially every time you level up (200% more time), however when you level up you get exponential stat bonuses. For instance In wow lv 1 gives 10 hp and lv 80 gives 20000 hp.
Cons :
1) User has to grind too much to get a feedback of his overall stat increase.
This will lead to a point where he has to grind for 3 years to reach next level.
Any alternative ideas for making a "level grind" system ?