even with an exponential system, you cannot have a standard level loss for deaths. Losing levels is going to hurt more the fewer levels you have. Say, for example, we decide that a death should cost you 5 levels. Taking 5 levels from a level 40 player is not too bad, but dropping a level 6 player to level 1 is brutal! Not to mention the question of what we do when someone has less than 5 levels to start with. This is why the level loss currently gradually increases up to a max of 7. The system we have now was not just dumped into the game vicariously, there were reasons for it that need to be considered if we make changes.Blum wrote:Your math is a bit off. With linear level system 20% of 50 levels is 10 levels while 20% of 10 levels is 2 levels. What you are probably thinking about is an exponential level system. I think base 1.3 should be more or less right for us.Azool wrote:The only way to make a % loss always equal the same level loss would be with a linear level system. That completely removes the diminishing returns that we all agree should be present in trading.Ardbeg wrote:.....so rework the levels such that level loss is the same across the board with a % hit to xp. I would be fine with level loss being the same at high and low levels, what I am not fine with is high xp deaths having less of an impact than low xp deaths.
(I believe Azool meant a % of xp, not a % of levels)