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they can use a secondary place holder to surpass this "max number" of 2.14... Bill or w.e it is, aka say your lvl 206 (with the reduced exp value) and to hit 207 you would need the 2.14B so say you hit 2.14B hit lvl 207 then look @ your exp bar and it now reads 2.4B (or w/e it works out to) they can assign a placeholder value to your exp, meaning when your lvl 207 and have 2.14B exp but you neeed a total of 2.4B to lvl that when you gather your 2.14B exp you get a muffin placeholder, this muffin place holder can be a constant # of 2.14B that will never change and in your display it would show as the correct value cause they can basicaly go (and bare with me on this one imma try to say it in non-comp code but basically but probally gonna fail so take it how you will cause ive used it before)
muffinvalue = 2.14B
Intmuffin = 0
If CharacterExp = 2.14B than Intmuffin = +1
If CharacterExp = 2.14B and Intmuffin = 1 than Intmuffin = +1 and CharacterExp = 0
If CharacterExp = 2.14B and Intmuffin = 2 than Intmuffin = +1 and CharacterExp = 0
If CharacterExp = 2.14B and Intmuffin = 3 than Intmuffin = +1 and CharacterExp = 0
If CharacterExp = 2.14B and Intmuffin = 4 than Intmuffin = +1 and CharacterExp = 0
and so on and so forth
CharacterExpshown = Intmuffin(muffinvalue) + CharacterExp
now that is a very basic and very Raw version of kinda how it needs to be done, theyres a lot of tweeking that needs to be done to make sure it saves the "Intmuffin"'s value before Character exp is reset to 0 and theres always the problem of displaying this.. we may never get to see how much exp we need tnl or current exp but exp tnl could be saved into the game as a Gif or a Pic and just load it straight to the area your tnl exp goes so it isnt actually showing a number higher than 2.14B but actually just showing a small picture that someone made in Paint in 12 seconds showing the number over 2.14B but im SURE the mighty nexon corporation could figure out how to tweek it to work properly... afterall we know how much they strive for perfection(please hold laughs till the end) or they could just take the easy way out and go and stick every level from the 207 or w.e -> 250 and make it all need the 2.14B exp as a standard value that never changes so you ALWAYS GET THE SAME EXP    *sigh*
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Quote:>Raised level cap
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99.999% of us never reach 200 anyways, and most of those that do are glad that it's over and that they've achieved their goal of hitting 200, which they had set in the first place because it's kind of realistic (for them) and it's the highest level in the game. If the cap was changed to like 250 or something, then people would be stopping and giving up anyways when the going starts getting tough around the 170s-180s, except people like the top five. The curve will get extremely steep approaching 250, wouldn't be surprised if it went up to like 1.5tril per level.
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Cyanne Wrote:99.999% of us never reach 200 anyways, and most of those that do are glad that it's over and that they've achieved their goal of hitting 200, which they had set in the first place because it's kind of realistic (for them) and it's the highest level in the game. If the cap was changed to like 250 or something, then people would be stopping and giving up anyways when the going starts getting tough around the 170s-180s, except people like the top five. The curve will get extremely steep approaching 250, wouldn't be surprised if it went up to like 1.5tril per level.
Yea, it's a given they need to make it easier to hit 200 in the case of raised lvl cap. Hopefully not with stupid NX trash like exp cards or OMGBBQ items, but by making maps that do not suck horse. Skeles are awesome enough if you are hitting the entire map each time you attack, but for us that kind of disslike to train like that, they just don't cut it. It does not help with simply giving out marginally higher lvl monsters either as seen in the temple of time. The foes in oblivion got pretty much the same exp/hp ratio as skeles, making them only a change of scenery and nothing else.
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Cyanne Wrote:The curve will get extremely steep approaching 250, wouldn't be surprised if it went up to like 1.5tril per level.
If they keep it the way it is 50-200, it'd be 3.5bil (213), 7bil(226), 14bil(239), 28bil(252).
1-200 totals about 33 billion iirc, and that'd be a single level.
I think a 200 cap is fine, there's barely any content after level 80 yet, let alone 140+.
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Ah woops I meant 15bil =p Decimal place mixup.
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I always thought it'd be better to have quests for powerups around 160-180. Requirements would be having to complete a very very very long chain of difficult quests.
Arch Mages: Ice and fire demon work on bosses to reduce hp by a maximum of 50,000 hp per second (because it'd be operating like poison, it wouldn't stack). Also resets all resistances (including physical resistance).
Bishops: Holy symbol increases exp gained to 200% in parties of 3 or more. Able to revive themselves if the cooldown time on revive is over.
Thieves/Bowmen/Pirates: +1000 hp. (can't think of anything else right now, maybe increase avoid even more for thieves. Increase SE % chance of working. For Buccs either make their critical like Striker's, or Make it so they can use Super Transform skills with normal transform)
Paladins: blast can now hit 2-3 enemies; Charges will at worst do neutral damage to enemies, even if they're resistant.
Dark Knights: Berserk is changed to a buff that is cast once hp drops below 50% (since you'd need maxed berserk), buff increases attack by +200%, just like Berserk always did.
Heroes: Idk, better range on Brandish?
Everyone: If Hero's Will is maxed, quest would reduce cooldown to 1 minute.
In any case, just some examples of additions that would be somewhat helpful to each class. I'm kinda iffy on the bishop one, but can't think of something more appropriate right now.
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Schrono Wrote:I'm kinda iffy on the bishop one, but can't think of something more appropriate right now.
More status usability could be thought up, I think.
Resurrect: -50% cooldown
Invincible: +50% effectiveness
Mystic Door: Party Portal mode (open portal to player instead of to town, working within a single map)
A 100% boost to all 3 magicians single target attack damages wouldn't hurt either.
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As far as I remember, level 200 wasn't 2^31-1 at all. It was somewhere over 2b, but not the absolute max.
They had to end it somewhere, so they chose the exponential factor (1.0514 afaik) that landed them closest to 2^31-1 at 200. With the 0.8x that means they can increase the exponential factor, landing us right where we were before with 2b experience for 200.
It'd make more sense to decrease the exponential factor and increase the base amount of experience, in my opinion.
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I've always thought that the best solution is to let lvl 200s charge up some sort of "spirit of hero" item that gets the experience instead of them. After 2.1bil exp you start another. Let them be turned in for skills and abilities at different rates, i.e.
1 gives immunity to slow/seal/weakness/darkness
1 gives an AP or SP point
1 gives +10sec duration to all buffs
2 gives +1 mastery with all weapons/spells up to 100% mastery
5 gives immunity to dispell
5 gives +1 att
5 gives +1 to att of all spells
10 gives immunity to 1/1 attacks
and so on. This gives unlimited "leveling" without any serious coding changes. With the timeless/reverse equipment item experience is already implemented.
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Nexon could always make leveling easier by cutting down the exp needed. or they could release new higher exp giving monsters.
Idea:
A mini-dungeon where you and your party or solo can train and get massive exp. except it's better easier monsters. For those 14x+.
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B>some sort of rebirth into a new character but keeping same IGN 8O
or a rebirth and then have a title under you signifying your lvl 200. like the medals you get when you're 200
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Devil's Sunrise Wrote:2.1b exp is not maximum, and never has been. It's the limit for unsigned ints
Unsigned = 0 to 4,294,967,295, AKA double the assumed limit.
Not that it matters; There's no reason to add more levels when most people never hit the current ceiling and there's no content for higher levels and nothing for them to spend extra SP on.
They'd need a lot of groundwork to make it worthwhile and we'll see any such changes in KMS far enough in advance to expect them.
It's not having what you want - It's wanting what you've got.
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This topic has been used and abused a million and one times and yet it's asked again.
From the creators themeslves, the answer is no. Like many have said in this thread, most 99.99% of the population doesn't even reach 200 which is why the curve happened in the first place.
It's not like you don't know this already pavel. Get with the program.
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eos367 Wrote:Unsigned = 0 to 4,294,967,295, AKA double the assumed limit.
Not that it matters; There's no reason to add more levels when most people never hit the current ceiling and there's no content for higher levels and nothing for them to spend extra SP on.
They'd need a lot of groundwork to make it worthwhile and we'll see any such changes in KMS far enough in advance to expect them.
Thank you eos for backing me up. That's my baby!
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Nexon will never extend the level limit. I dont know why we are talking about this right now.
Nexon is making this game easier and easier...why the hell would they make it harder after all this? Doesn't make sense
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464 lvl 200s so far. and most of these people didnt just hit 200 cause they wanted to. they did it jus for the fun of lvling. aside from the top 20 that were jus heavy grinders. its already really easy to hit 200 gaining 50m exp per hour on a single 4 hour card you could hit 200m a day/ or go from 199-200 within a little over a week.
instead. nexon should give better benefits to people reaching like 180+ and really great benefits for 200-250. maybe increment 100m exp needed per lvl. and if its too much.. O_O add stronger monsters/bosses to kill with more exp.
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Silver_ice Wrote:464 lvl 200s so far. and most of these people didnt just hit 200 cause they wanted to. they did it jus for the fun of lvling. aside from the top 20 that were jus heavy grinders. its already really easy to hit 200 gaining 50m exp per hour on a single 4 hour card you could hit 200m a day/ or go from 199-200 within a little over a week.
instead. nexon should give better benefits to people reaching like 180+ and really great benefits for 200-250. maybe increment 100m exp needed per lvl. and if its too much.. O_O add stronger monsters/bosses to kill with more exp.
Mages shouldn't count.
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Completely on topic question, Conciente what damage range could you 2 hit those SKeles without Venom.
And no they make leveling easier. The point of the lower exp rate was to let all the low level non-training noobs level quicker, therefore stay on the game longer.
Also an incentive to level more, buy 2x, etc, etc there is a bunch of greedy reasons behind it.
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GunisBack Wrote:Mages shouldn't count. 
O_O who said i was talking about mages?
I get 50m an hour as a nl. just on 4x at skeles.
mages make over double that.
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