Originally Posted by James Phinney
Give players deeper options for character advancement. We knew this would be the most controversial of our new goals. Could we do this without creating a game full of grind? As avid fans and players of RPGs, massively multiplayer or otherwise, we saw many untapped opportunities for making this work.
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Originally Posted by Jeff Strain
First of all, I'd like to say that there has been no final decision about the level cap yet. The numbers you heard should rather illustrate the fundamental idea of the "new" level system. What is sure by now is that we will have a much higher level cap in Guild Wars 2 than in Guild Wars or even won't have a cap at all. At the same time, we're flattening the power curve, so the difference between a level 50 and a level 100 character would be much bigger than between a level 100 and 150 char. This increases freedom in character development without making Max-Lvl-Characters too strong.
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I was wondering how that curve would look like and tried some calculations.
f(x) = A * log(x) + C
A can be a scaling factor or, if we want to flatten the curve, -log(x), 1 < base < 2
C will vary depending on the attribute. For example, it can be equal to health at level 1.
Let us try to model health.
f(x) = 200 * log10(x) + 100
L1 = 100hp
L20 = 360hp
L100 = 500hp
L200 = 560hp
We can flatten the curve by giving less benefit to higher levels.
f(x) = (-log1.1(x) + 200) * log10(x) + 100
L1 = 100hp
L20 = 319hp
L100 = 403hp
L200 = 432hp
High level cap is imminent. How level should be related to attributes in your opinion? How much difference would you like to see between high and low levels?