[font=arial, verdana, tahoma, sans-serif][size=2]- Level gain increases hit points / mana - the actual gain is based on one of the players primary statistics which is levelled independently. - During the grinding to next level phase you have separate invisible experience gain for primary statistics which level up individually and provide an extra incentive. - The higher level the player is the longer it takes to reach the next level, however the higher the primary statistics - so the higher the reward on completion. - As each level takes longer, there is more time to gain primary statistics and therefore a buffer effect to lessen the grind. - Monsters level is independent of the players, however different monsters types provide different statistic experience. - Monsters provide experience with high and low limits, extrapolated to a players level. All monsters should provide some experience (examples because I can't explain this well): Level 1 player kills a Level 1 wolf - Player gains 10 experience (of 100) Level 10 player kills a Level 1 wolf - Player gains 50 experience (of 1000)
- However the scale up should no be so large that it would be easier to kill hundreds of low level creatures, rather than creates closer to the players level.
Pros: - The casual player can log on and still feel like they have achieved something by increasing their primary statistics but only achieving 50% of their overall level.
Cons: - Still exponentially increases difficulty of gaining experience as the player levels / reaches extremes.[/font]