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Touhou Fantasy
Events of the Pandora's Box

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Suitable EXP value curve? [2K3]

I'd have to figure out how to set up such a system though, which is going to be the tricky part of it all if I do it that way (which I'm leaning towards atm. Just not right now since I want to wait until more of the game's done before implementing another system to it @_@)

Suitable EXP value curve? [2K3]

Items that you can sell for EXP? Hmmm...that's actually an interesting idea. Though that could cause a lot of issues with the current game since most monsters drop crafting items for the Synthesis system in the game...unless I make a Synthesis Shop where you can buy the materials and/or craft them as well. Idseas, ideas...

Suitable EXP value curve? [2K3]

Well, it's not so much the stats I'm worried about, those are fine for level ups per say. It's just the leveling up itself that's the problem, because 2k3's default level up system is horrible.

Suitable EXP value curve? [2K3]

I don't quite understand that post. Unless you mean why does it matter about the EXP curve if the statistics determine how the character plays out or something like that? Well again, I'd rather not make it so that players can easily grind and level up, but not have to super grind to level up either (again, they might want to just to get money, but still...ya know). Again, I think FFV had a good system for EXP (granted, it distributed EXP between living characters like earlier games but...I just mean the general EXP Per Level with that game, not the whole gaining EXP in that game).

Suitable EXP value curve? [2K3]

Would that custom EXP system work with random battles though? That's the big one (since 95% of my game uses random battles, the other 5% uses overworld enemies to initiate battles). If I'm forced to, I GUESS I could make the game use more overworld enemies to initiate battles if it'll make the EXP system better...


Still, 2k3's EXP curve system really isn't that great. For that reason I MADE several of the encounters pretty difficult to start with (sure, I wanted to make most of them hard when first getting there, but some can be downright brutal at times).

Ok, looking at my game now, here's an example of some of the EXP values (both from single monsters and from groups, in comparison to the characters and their levels at the time of getting to these areas).

So here's the first dungeon you're SUPPOSED to go to:

Both characters are at level 6 (all characters use Primary: 1, Secondary: 613, Tertiary: 0). From level 6 to level 7, it takes 3679 EXP to level up (which is ridiculous to begin with...).

There are 5 different enemies in the first dungeon: Eagle, Fairy, Hornet, Water Toad, and Alligator. One Eagle gives 40 EXP, one Fairy gives 90 EXP, one Hornet gives 35 EXP, one Water Toad gives 35 EXP, and one Alligator gives 200 EXP.

Now, the largest groups are 5x Eagles, 5x Hornets, 3x Fairies, and 2x Alligators. Therefore, that is 200 EXP for 5 Eagles, 175 EXP for 5 Hornets, 270 EXP for 3 Fairies, and 400 EXP for 2 Alligators. That's IF you manage to run into them and beat them. So that's roughly between...12 to 25 fights to level up once? Then from level 7 to level 8, it takes 4292 EXP to level up....yeah....




Now, looking at a later dungeon (near the end of beta2) where the party SHOULD be roughly level 14 or so, it'd take 8583 EXP to level up to level 15. The enemies in this area (this is the 2nd to last dungeon of beta2) are Wandering Spirit, Spirit Dragon, Ghost Kedama, Spirit Flame, and Greater Fairy. One Wandering Spirit gives 650 EXP, one Spirit Dragon gives 1000 EXP, one Ghost Kedama gives 680 EXP, one Spirit Flame gives 200 EXP, and one Greater Fairy gives 1550 EXP. On most occasions, you'll run into 1x Greater Fairy and 2x Wandering Spirits, or 1x Spirit Flame and 2x Ghost Kedamas. The first group gives 2850 EXP, and the second gives 2010 EXP. That doesn't take long to level up at all...I've had people level up from level 15 or so, up to level 25 (from level 24 to level 25, it takes 14713 EXP to level up.


I dunno...it just feels like the default EXP curve is harder to work with than using a normal formula like how every other RPG out there does. In fact, I WAS going to follow one of the FF games (namely FFV) in terms of the EXP system but...

Heck, to get to level 99, the player only really needs 60075 EXP. Sure, that KINDA fits in with how FFVII is, but I just don't like how early game EXP is so ridiculously high, and it's not THAT hard to just grind levels due to the default 2k3 system.

Suitable EXP value curve? [2K3]

I'm using random encounters.

You get more exp as the game progresses is what I meant. I forgot about that other method (I know I've seen that one somewhere before, but it escapes me from which game...).

The issue I'm having is that I don't think I have the EXP set up correctly per area (I think in the very first dungeon you go to, the most EXP you can get is 225 or so. In a later dungeon, you can easily get 2-3k EXP, and then after that it goes back to around 500 or so EXP.

Basically, I'm trying to avoid having players to grind levels, yet at the same time, trying to avoid having players level up super easily (levels REALLY don't matter that much in this game, seeing as far as I'm concerned the only stats that matter are HP, MP, and Speed due to how awful the Attack, Magic, and Defense stats are in 2k3, and it's easy to make due with the skills given if needed). Of course, in my game players may still need to grind for money (money is hard to get too, but I made it that way deliberately), but still would like to avoid gaining so many levels at a time while doing so. I don't know if this helps clear it up some or just complicates it more so...@_@;;

Suitable EXP value curve? [2K3]

Oh wait what? I didn't know that it could be manually curved...I swear I remember it not being able to be done, since I'm pretty sure I couldn't put in my own EXP values per level up o_O


I was thinking of doing quests for EXP as sidequests later on once I get the main storyline done, but for now getting the EXP set up so that EXP scales with difficulty (and supposedly levels at that time) is what I'm trying to do. It seems the EXP per level for me therefore will go up 614 every level (or 613, something like that). And my characters start at level 6 at the start of the game, so there's...some EXP there, I don't know. I know early game it's hard to level up, but later on it's easier to level up (gaining 8-10 levels in one area isn't exactly what I had in mind...but I'm not sure how to set up the EXP curve right at all x_x;;)

CommandRTP for 2k3?

Yeah, just had someone do that for me since I figured you had to copy those into the main game folders. My project does use a lot of default RTP stuff (haven't taken the time to get some non-RTP stuff yet, but might someday...). Do appreciate the help on this though guys x_x;

Suitable EXP value curve? [2K3]

That's the big issue I'm having. I'm not exactly sure how to balance out the EXP between monsters and the curve at all. I know there's a few points where it's super easy to level up, but early game it's ridiculously hard to level up (mainly because I can't set like level 6 to level 7 EXP to like 300 or something and then go from there...). x_x;;

CommandRTP for 2k3?

Ah...though I wonder if I can't just give people the RTP files (or the RTP folder in this case) themselves and have them just drag the folders into the main game folder and have it copy the files into the folders that way. I'd assume that'd be the same dealio as in there?