( Not sure I have used the correct Prefix in the header for this thread ) 
I have to admit I am a bit confused by the changes to the calculation of the amount of XP for each player Level.
As far as I can see the number of Levels has been increased by approximately 20 for the same amount of XP gained.
In Beta 3 player Level 50 was from 7.7 million to just over 8 million XP – while in Beta 4 player Level 50 is 3.8 to 3.9 million - and 8 million XP gets the player to Level 68.
NOTE:- ( There are also some strange jumps in the XP amounts for certain Levels – I am not sure whether this is because I was using Numberpad 4 to get the figures - they are at Levels 16, 25, 36, 49, 64,and 81 see the spreadsheet.)
I assume this is a result of the fact that the player now needs to get more Ability points to activate the Abilities ( with some now needing 3 or 4 points to activate them). So that in total to activate all the abilities the player now needs to obtain over 100 Ability Points. (In Beta 3 there were approx 40 abilities needing one point each to activate them).
If the player can only get one ability point each time they level up then the player needs to get up to Level 100 to have all the abilities. ( Question - Is it possible to give the player more than one Ability point when they Level up?)
I am not sure why some abilities need more points than others – if it is to make high level abilities less easy to obtain than basic abilities, then that is already being achieved by the other systems in place.
- High level abilities require possession of the Lower level version first;
- some abilities are locked until the player either reaches a minimum level
– or carries out a task
– or obtains an item,
- or a combination of these.
So the fact that some abilities need more points to obtain than others just seems like an unnecessary extra control that serves no real purpose.
Or is the intention to make it that because the player has to get so many Ability points - to get Abilities for themselves - they are put in a position where they have to hire officers to get access to the shared abilities they want. If that is the case then why has the amount of XP required to gain a certain level been reduced - thus making it easier to Level up and get Ability points? And anyway the same objective can be achieved by the other restrictions on Abilities listed above.
Sorry if all this is a bit confusing - but I am a bit confused myself
about what is trying to be achieved ( apart from cleaning up the code and making it easier to understand and control - which is a good thing
)
Also:-
Having the player Level up more for the same amount of XP means that the weapons and goods that are “Good or High Quality” and should only start to appear later in the game as the player gets to a higher level; are now appearing earlier in the game as the player reaches the qualifying level that much sooner. So if the current Levelling system is continued, will the levels attached to these items have to be changed.
And finally – there are some Side Quests that also only become available after the player reaches a certain Level. Which may (or may not) have to be changed:
Rescue Peter Bloods Crew – Level 4
Search for Peter Bloods Ship – Level 14
Find the Missing Son of the Spanish Admiral ( & Lucas in Hoist the Colours) – Level 4
Elizabeth Shaw’s Disappearance ( & First Contact in Hoist the Colours) – Level 6
Find Angelique Moulin’s Father – Level 15
Help Turks Island – Level 10
The Silver Train – Level 12
The French Pirate in the Tavern – Level 4
Hard Labours of An Assassin – Level 5
(Levels quoted are the ones from Beta 3)


I have to admit I am a bit confused by the changes to the calculation of the amount of XP for each player Level.
As far as I can see the number of Levels has been increased by approximately 20 for the same amount of XP gained.
In Beta 3 player Level 50 was from 7.7 million to just over 8 million XP – while in Beta 4 player Level 50 is 3.8 to 3.9 million - and 8 million XP gets the player to Level 68.
NOTE:- ( There are also some strange jumps in the XP amounts for certain Levels – I am not sure whether this is because I was using Numberpad 4 to get the figures - they are at Levels 16, 25, 36, 49, 64,and 81 see the spreadsheet.)
I assume this is a result of the fact that the player now needs to get more Ability points to activate the Abilities ( with some now needing 3 or 4 points to activate them). So that in total to activate all the abilities the player now needs to obtain over 100 Ability Points. (In Beta 3 there were approx 40 abilities needing one point each to activate them).
If the player can only get one ability point each time they level up then the player needs to get up to Level 100 to have all the abilities. ( Question - Is it possible to give the player more than one Ability point when they Level up?)
I am not sure why some abilities need more points than others – if it is to make high level abilities less easy to obtain than basic abilities, then that is already being achieved by the other systems in place.
- High level abilities require possession of the Lower level version first;
- some abilities are locked until the player either reaches a minimum level
– or carries out a task
– or obtains an item,
- or a combination of these.
So the fact that some abilities need more points to obtain than others just seems like an unnecessary extra control that serves no real purpose.
Or is the intention to make it that because the player has to get so many Ability points - to get Abilities for themselves - they are put in a position where they have to hire officers to get access to the shared abilities they want. If that is the case then why has the amount of XP required to gain a certain level been reduced - thus making it easier to Level up and get Ability points? And anyway the same objective can be achieved by the other restrictions on Abilities listed above.
Sorry if all this is a bit confusing - but I am a bit confused myself


Also:-
Having the player Level up more for the same amount of XP means that the weapons and goods that are “Good or High Quality” and should only start to appear later in the game as the player gets to a higher level; are now appearing earlier in the game as the player reaches the qualifying level that much sooner. So if the current Levelling system is continued, will the levels attached to these items have to be changed.
And finally – there are some Side Quests that also only become available after the player reaches a certain Level. Which may (or may not) have to be changed:
Rescue Peter Bloods Crew – Level 4
Search for Peter Bloods Ship – Level 14
Find the Missing Son of the Spanish Admiral ( & Lucas in Hoist the Colours) – Level 4
Elizabeth Shaw’s Disappearance ( & First Contact in Hoist the Colours) – Level 6
Find Angelique Moulin’s Father – Level 15
Help Turks Island – Level 10
The Silver Train – Level 12
The French Pirate in the Tavern – Level 4
Hard Labours of An Assassin – Level 5
(Levels quoted are the ones from Beta 3)

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