Closed DorkmasterFlek closed 6 years ago
Experimented with these options. The idea of taking the distance between each level and shuffling those instead has resulted in a much smoother curve closer to the vanilla game, without any unusually large gaps between some levels.
Approach for levelling out the total exp to 9999 at lvl 30 is divide the remaining difference (positive or negative) into even "units" and put 1 unit on the first levelup, 2 units on the second, etc. all the way up to 29 units on the last one. This spreads the remaining difference across the later levels more heavily than the earlier ones in a linear fashion.
Including this in the logic rewrite, but I've also added it to the current live logic for now as well. If people don't like it we can switch back easily, but this is live.
Community raises concerns about some levels being really close together and eventually hitting a large gap for the next level.
Need to run some samples on the current logic to see how it curves. It does curve the first half of the levels lower, but maybe a better idea is to set a guaranteed amount to his say level 20.
Other possible option: Take distances between levels instead and randomize those?