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XP Per Level


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Any chance of posting the xp required for each level in real numbers? I am sure there must be a table with that somewhere... I was never a big fan of the percent thing, but realize its prob not sumtin than be changed and some people may prefer % anyway...

But if there were a table somewhere that showed the total amount of xp required to level and you post it, that would be cool... I always say I am going to make a toon to do this... but even when I do... eventually I lose track... :(

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Ask and ye shall receive. Sorry for the crappy formatting, I just pulled this from the database and don't have time to make it pretty. Maybe I'll make a nicer one later if you want.

See next post.

Edited by C Del
Removed annoyingly long list now that the nicer-looking one is posted.
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According to that chart....

It takes 20,760,000xp (assuming you never incur xp debt and level each type without using/incurring the XP rollover penalty) to get to OL150.

If you could average 15,000 xp an hour on average... that would be 1,384 hours or 8 weeks, 1 day, 16 hours (non stop). :(

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Similarly, to get to OL100 if you leveled CL and EL to lvl 31 (which would take the least amount of xp) and then trade to level 38 over a 3 day period of time (in another post a few weeks ago someone mentioned they could get a new toon to lvl 100 over a long weekend), if you played non-stop 72 hours straight, you would need to average just under 80,000 xp an hour.

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Those numbers are acurate, they are from the games original design documents. To get to level 150 is meant to take about 600 hours with the games original documentation. Right now players are leveling about 10 times faster, mainly due to being able to take so many jobs at once and from trade runs giving huge ammounts of XP compared to what they did in live.

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10x faster...? So, someone could get to OL150 inside of three days?

That's a long weekend for most of us humanoids.

If so... I have a combination of envy and pity for such a person who could sit in front of a PC for 60 hours straight...

Seriously. I got my two primary toons to 150, and it took me the better part of three months.

* sets up the xp nerf detector where he hopes Suricata won't notice * :D

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Those numbers are acurate, they are from the games original design documents. To get to level 150 is meant to take about 600 hours with the games original documentation. Right now players are leveling about 10 times faster, mainly due to being able to take so many jobs at once and from trade runs giving huge ammounts of XP compared to what they did in live.

so then there is a sweet spot between L21 and 31 (assuming you were responding to my post) where the amount of xp to get to the next level does not change...

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so then there is a sweet spot between L21 and 31 (assuming you were responding to my post) where the amount of xp to get to the next level does not change...

Yep. I never realized this myself until I pulled the chart at your request.

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Those numbers are acurate, they are from the games original design documents. To get to level 150 is meant to take about 600 hours with the games original documentation. Right now players are leveling about 10 times faster, mainly due to being able to take so many jobs at once and from trade runs giving huge ammounts of XP compared to what they did in live.

Ok my over-exaggeration meter just went off the charts. I know I haven't logged 600 hours yet on my PP but I do know that it is way over 60 hours (I'm thinking probably closer to 150 hours) and am only OL111 and I'm estimating probably another 30 hours or so to get to 150 (it seems to me that past OL100 there is a lot more to do to level up faster).

I do agree that it is still quite a bit faster to level up than it was in live, but 10x?...eh...not quite.

One other thing that I would point out though, you could probably level a terran or a jenquai to 150 faster than a progen because of the HU missions.

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Okie Dokie, lets take the lvl 75 jobs, I can do them in about 5 minutes, they give 3750 Explore and 2250 Trade. So thats 6000 per job, of which you can currently take 10, So each run is 60,000xp. with each run taking 5 minutes (and 5 back) thats 360000xp per hour, and for JE's doing the VT jobs, 720000xp an hour. You can do these from lvl 60 all the way upto lvl 150 (with the lvl 105 and 135 jobs giving even more XP). This assumes ideal conditions in regards to their been jobs at the terminal, which you can get if the server is quiet. The original design documents assumed players would earn XP at an average of about 32000XP an hour, thus why I said players are lvling about 10x faster.

Combat XP is still very similar to live, so this is actually slowing people down a little bit, although with spillover at 50% now (it was incorrectly set to 80% before) players can still level combat up faster by doing jobs and trade runs. Lets say we have an OL 100 (TL 50, EL50) doinglvl 75 TL and EL jobs, they would earn 60000 every 10 minutes (2 times that if they have a JE WH'ing them doing VT jobs), with only 30000 of that spilling over into CL. This would equte to a player killing 1 mob of its own CL every 10 seconds, which is a pretty insane killing speed. Which is why so many players currently level up thier combat from trade runs and jobs.

This is why the jobs were going to get capped at 6, because even then, you'd be getting 216000XP an hour on lvl 75 jobs, which is still way more than live (6 times as fast), but people complained saying that it would be too slow....

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Okie Dokie, lets take the lvl 75 jobs, I can do them in about 5 minutes, they give 3750 Explore and 2250 Trade. So thats 6000 per job, of which you can currently take 10, So each run is 60,000xp. with each run taking 5 minutes (and 5 back) thats 360000xp per hour, and for JE's doing the VT jobs, 720000xp an hour. You can do these from lvl 60 all the way upto lvl 150 (with the lvl 105 and 135 jobs giving even more XP). This assumes ideal conditions in regards to their been jobs at the terminal, which you can get if the server is quiet. The original design documents assumed players would earn XP at an average of about 32000XP an hour, thus why I said players are lvling about 10x faster.

Combat XP is still very similar to live, so this is actually slowing people down a little bit, although with spillover at 50% now (it was incorrectly set to 80% before) players can still level combat up faster by doing jobs and trade runs. Lets say we have an OL 100 (TL 50, EL50) doinglvl 75 TL and EL jobs, they would earn 60000 every 10 minutes (2 times that if they have a JE WH'ing them doing VT jobs), with only 30000 of that spilling over into CL. This would equte to a player killing 1 mob of its own CL every 10 seconds, which is a pretty insane killing speed. Which is why so many players currently level up thier combat from trade runs and jobs.

This is why the jobs were going to get capped at 6, because even then, you'd be getting 216000XP an hour on lvl 75 jobs, which is still way more than live (6 times as fast), but people complained saying that it would be too slow....

Unless they changed explore jobs, they use to make me go all over at 75jobs+, unless you get 100% super luck, or the jobs were changed. I doubt anyone can do a full of explore jobs in 5mins, unless extremely lucky and has WH to VT, and a fast engine with points being close. I remember grabbing a job from VT telling me to go to Yokan. If you can do that in 5mins without WH. Props to you, cause that is hacking or exploiting. Not including other points you have to do, that is unless you changed jobs. Which is possible due things change a lot. Correct me if I'm wrong, but I'm pretty sure your numbers are based off pure luck of the draw from the terminal or getting a terminal that only gives jobs very close to you which then. I found the problem. Don't put them so close?

/sarcasmon

Wish I had your luck.

/sarcasmoff

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VT jobs take you to Muspelhiem, Margesi jobs take you to Freya, both are easy to do in 5 minutes (assuming you use a Breton and Krakon). Like I said, the numbers are in an ideal situation where no one else is on the terminal you are using, which does happen at certain times of the day.

At the end of the day, it doesn't matter how far away jobs take you, or how many you can take, or how often you can take them, its all about the rate at which you gain XP, some of thoes things still need tweaking and some of them been tweaked have more desirable effects than others, for example, players been able to take less jobs means more jobs at the terminals for other players, thus less terminal camping. (Not saying anything is getting changed, this is just my opinion on the matter and I don't pretend to represent the other developers on this matter).

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Another reason to take Explore jobs, is that they're the one's giving both TL and EL, and giving faction. As far as I can tell, the Trade jobs are not giving faction with the sponsor of said jobs. Also in Live when you did a job, or any mission that rewarded faction, who you received faction with was displayed in green text in the same fashion that earned XP is displayed.

Edit: With the reduction of jobs to a limit of 6, will the hull upgrade mission that players will have below L135 taken into account? Also how will the job terminal refresh rate look?

Edited by Terrell
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Some other factors that slow down jobbing xp - there's usually more than one toon camping a job terminal these days during USA primetime.

And as I do most of my jobs from Swooping Eagle (WH) on my JE - and the jobs to Kailaasa are a much better choice (with currently only two navs - Shakti and Uma, vs. Slayton (with upwards of seven possible different navs) -- guess which jobs are going to disappear first?

And yes, I also find that explore jobs rate better trade xp per hour than trade jobs (unless I get insanely lucky and all my "Prisoner Transfers" run from F7 to DCO or something similar).

Usually, even the same type of jobs with the same starting point "Prisoner Transfer from F7..." may have different destinations.

Lastly - I'd love to read through some of these "original design documents" (assuming doing so doesn't compromise the development of the storyline)

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Also with XP per hour, since there are no referrals to get extra skill points beyond 150, I don't think it's a bad thing that we can get XP faster, at least with jobs in emulator than live.

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Also with XP per hour, since there are no referrals to get extra skill points beyond 150, I don't think it's a bad thing that we can get XP faster, at least with jobs in emulator than live.

Well thats the big question isn't it? the number of people at 150 in live certianly was not the majority, more so people having several lvl 150's, infact many players never achieved it and didn't really suffer from it, quite alot of people I raided with fell in the lvl 140-150 range. Now I'm not saying earning XP in the Emu should be slower, the same as live, or faster, but when people say they want to earn XP faster, just how fast do you mean? Some people are happy with earning XP 2 times faster (which is 'alot' of played time saved immediatly), some would like it to be 5 times faster and some want it to be 10 times faster to level, what needs to be done is find out exactly how fast people believe you should be leveling. For example, when leveling my JE in the Emu, I got lvl 40 and wanted to upgrade my items, I couldn't find a builder so I just carried on doing jobs for that day, at the end of the day when I found a buiilder I was already level 60 and thus didn't even get a chance to get and use the lvl 4 devices I needed building! It's very hard to savour a hull upgrade, or item upgrade, when the next once is just around the corner.

It's also worth noting that there wasa reason players couldn't get all thier skills capped at lvl 150, its just like WoW where players can't have every talent, it makes players have to choose what they want to specialise in. If we made it so players could easily level up to the skill point cap, It would take away that part of the game where players have to think about thier choices. Although its nice in a game to have 'every' item and 'every' skill, and more so get them easily, it also gets very boring very quickly when you have nothing left to strive for.

Disclaimer: these again are my opinions on the matter and don't represent the emulator team

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Also with XP per hour, since there are no referrals to get extra skill points beyond 150, I don't think it's a bad thing that we can get XP faster, at least with jobs in emulator than live.

I just recently in the last month hit 150 on 2 of my toons... how slow is the post 150 leveling? and would it be possible (since Terrell is probably correct in his post, just based on his rep)... would it be possible to maybe provide a post L150 xp boost... something where the game would know that you are L150 and give you an extra bump that you wouldnt get pre 150?

/edit or maybe 2 skill points per level post 150 instead of 1? or sumtin like that... I mean we do need 400k+ xp per level post 150... and many post 150 activities are not big in giving out xp...

Edited by Avani
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Well thats the big question isn't it? the number of people at 150 in live certianly was not the majority, more so people having several lvl 150's, infact many players never achieved it and didn't really suffer from it, quite alot of people I raided with fell in the lvl 140-150 range. Now I'm not saying earning XP in the Emu should be slower, the same as live, or faster, but when people say they want to earn XP faster, just how fast do you mean? Some people are happy with earning XP 2 times faster (which is 'alot' of played time saved immediatly), some would like it to be 5 times faster and some want it to be 10 times faster to level, what needs to be done is find out exactly how fast people believe you should be leveling. For example, when leveling my JE in the Emu, I got lvl 40 and wanted to upgrade my items, I couldn't find a builder so I just carried on doing jobs for that day, at the end of the day when I found a buiilder I was already level 60 and thus didn't even get a chance to get and use the lvl 4 devices I needed building! It's very hard to savour a hull upgrade, or item upgrade, when the next once is just around the corner.

It's also worth noting that there wasa reason players couldn't get all thier skills capped at lvl 150, its just like WoW where players can't have every talent, it makes players have to choose what they want to specialise in. If we made it so players could easily level up to the skill point cap, It would take away that part of the game where players have to think about thier choices. Although its nice in a game to have 'every' item and 'every' skill, and more so get them easily, it also gets very boring very quickly when you have nothing left to strive for.

Disclaimer: these again are my opinions on the matter and don't represent the emulator team

I think that the current pace with XP is fine. Especially jobbing with my JE. I wouldn't have a problem with the max number of jobs being 6. Please remember though, that players below the level of 135 will have 1 mission space taken by their hull upgrade mission. Which would mean 7 missions at one time max. That does slightly favor players that are 135+ in that they get 1 additional job, but I don't think that should be too big a problem. Please do not have the timers in Live that forbade taking more than 2 jobs every 5 minutes.

One still has to make choices before 150, because it will take more than 100 post 150 levels to max your toons (for most classes, Scout being the exception), which will take quite some time to obtain, I don't think it should be as slow as live since there are no referrals, but I don't think it should be faster than it is now.

Edit: Good point Avani. The most efficent way for post 150 levels on my JE is do jobs (as well as the most efficent way to get there due to wh). My JT has had 150 for a while, but I haven't earned any post 150 levels on her as of yet.

In this thread post #7, I pointed out how many post 150 levels each class, as they are right now, take to max everything after 150.

Edited by Terrell
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I like Avani's idea of increasing the sp you receive past 150. I think the pace that we can level right now is just fine, I understand the desire to want to balance things out between how quickly each of the categories get leveled, but I caution against the need to balance out leveling versus nerfing xp in certain areas. If you nerf one area, find a way to boost another, etc.

I fully intend to eventually have 9 toons (all classes represented) all leveled to 150 which for me would probably be at least a 2-3 year commitment. Even if there is a dreaded p-wipe, I will cuss and throw things and call people names behind their backs, but right after that, I will be creating new toons and starting over.

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It would be great to get a break on the rate at which skill points can be earned from the levels after 50 in each experience category. Either more SP per level or less XP required per level. Even if nothing changed I'd still be glad that skill points are uncapped and skills can be filled out.

May be something can be done just for the stress tests so that extra skill points are less effort.

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