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 Curved XP gain? 

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 Curved XP gain? 
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I have an Idea for a curved xp gain, when you get to higher levels you get higher xp for your frags.

x=your level
r=gain rate, default 1.0.
* times sign

((.5x*r+.5)^.5)+(5*r)
^... in (.5x*r+.5) the +.5 is so that if it some how puts a -1 level in there it will not get a negative in the square root(which will give you an imaginary number, basically getting an error.) because of that at level 0 you'll get above the default 5 points per frag.

[edit]
after looking in the code, how it would be written in the code(minus the correct code formatting) would be something like:
newxp=oldxp+((currfrags-lastfragscount)*(((.5x*r+.5)^.5)+(5*r)))
^... a bit confusing isn't it :)
[/edit]

The only downsides are that I'm not sure how to format the expression to work in the code and that the equation is a lot more complex then the default one, the equation will be calculated every half second for everyone on the server, it could add more cpu load to the server.

points per frag with this at default xp gain:
level 0=5.7 (it will be rounded to the closest whole number.)
level 5=6.7
level 50=10.04
level 100=12.1
at around my level... level 330=17.8
level 1000=27.3
and at level 1799(one below max)=35

here's a picture of the graph from my graphing calculator(click on the pic to see it better.).
Attachment:
100_0258.jpg
100_0258.jpg [ 172.04 KiB | Viewed 7050 times ]


This shows 4 different xp gain rates.
the bottom one is a rate of .2
one up is .5(half rate.)
the next is 1(default)
and the top one is 2.

graph info:
y-axis goes to 55 and has a scale of 5
x-axis goes to 1800 and has a scale of 100.

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Thu Jun 26, 2008 7:33 pm
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I think that would be a good idea, primarily because I couldn't imaging getting to level 1800 while right now, at around level 115, it takes me 900 exp. =P

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Fri Jun 27, 2008 3:58 pm
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It takes me around 2200-2500xp to gain level at the level I'm at, but I still generally get maybe 3-6 levels a day. At close to 1800 it will take around 12000xp to gain a level.

The way you'd get xp with this curved xp gain in a map like classic, lets say if you got 2000 points (at 5 points per frag) in the map with the way it's done currently, with curved xp, at my level I'd get somewhere around 7k-8k points(would be getting somewhere around 18-19 points per frag.), but when you get close to max level you'd get somewhere around 14k points since the rate of xp gain at that level is close to 7x above normal.

If I dropped the first 2 .5's in my expression to .3, the rate of xp gain at near highest level will be droped from 7x to a little over 5x(about 26-28 points per frag.) and I'd get triple rate instead of near 4x rate at my level and at level 100 you'd get double rate instead of something around 2.5x.

so my expression would look like this.
((.3x*r+.3)^.5)+(5*r)

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Fri Jun 27, 2008 6:11 pm
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got it working in the code. tested it on a test server I set up and it does work.

old code for getting xp.
Code:
   new Float:helpvar=float(xp[i])/5.0/get_cvar_float("amx_scxpm_xpgain")+float(get_user_frags(i))-float(lastfrags[i])
   xp[i]=floatround(helpvar*5.0*get_cvar_float("amx_scxpm_xpgain"))


new code, looks a bit more complex doesn't it(lets see if I can give someone a headache looking at this lol. :D ).
Code:
   new Float:helpvar=float(xp[i])+((float(get_user_frags(i))-float(lastfrags[i]))*(floatpower ((0.3*float(playerlevel[i])*get_cvar_float("amx_scxpm_xpgain")+0.3), 0.5)+(5*get_cvar_float("amx_scxpm_xpgain"))))
   xp[i]=floatround(helpvar)

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Sat Jun 28, 2008 12:47 pm
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it's up and running on my server.

tell me what you think of it.

since I'm using the lowered rate expression here's the updated table of points per frag at specific levels.
level 0=5.5
level 50=8.9
level 100=10.5
at around my level... level 330=14.9
level 1000=22.3
and at level 1799(one below max)=28.2

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Sat Jun 28, 2008 8:10 pm
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cartman-2000 wrote:
it's up and running on my server.

tell me what you think of it.

since I'm using the lowered rate expression here's the updated table of points per frag at specific levels.
level 0=5.5
level 50=8.9
level 100=10.5
at around my level... level 330=14.9
level 1000=22.3
and at level 1799(one below max)=28.2

i say double it
lvl0=11
lvl50=17.8
that would be great

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Thu Aug 07, 2008 12:46 pm
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That would make it to high when you get near to level 1800, at one level below max you'd get 43xp per frag which is almost 9 times standard rate. What it's at now you'd get around 5.5x standard rate at that level. At my level I get around 20 points per frag with the way I have it set now. And the way I have it you get a large gain in the lower levels(0-100) at level 100 you get 10-11 ppf which is 2x rate.

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Thu Aug 07, 2008 4:11 pm
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what bout his cartman make some sort of wquation cause i have no clue how to do it

ok here we go

lvl 0= 1.0
lvl 20=2.0
exc
lvl 1800= 100.0

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Sat Aug 09, 2008 6:15 pm
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That would make getting the first 100-200 levels very hard to get and levels above 1000 would be extremely easy to get. Needed xp, to level up, only goes up by 7 every level, so with even with something that I'm using leveling up near the max level won't be much harder then leveling up were you are right now. With the way I have it it's easy to get the first 100 levels, since that's were the biggest jump in the ppf is, it goes up slowly after level 100. At your level you get 2 more points per frag then someone at level 100 and some one at level 100 will get about 5 more then someone at level 0. Having 100 ppf is a 20x rate, I wouldn't really want it to get higher then a 5x rate.

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Sat Aug 09, 2008 7:04 pm
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