More i thought about it that plan was hard to control the amount of kills and the rate at which people leveled... As well i didn't like the players not knowing what the numbers were. So my newest thought on calcuation is ( (victim's bounty / killer bounty) * multiplier) So say I'm a 900 bounty guy and i killed a 1200 bounty guy, (1200/900) = 1.333, I'll take this number, and multiply it by a multiplier, 10 for instance, and wah la , i get 13 bounty added on. On reverse, this allows allows players who kill lesser bountys to get not as high rewards. Say if i have 1200 bounty and i kill 900 bounty ( 900/1200 ) = .75 , .75 * 10 = 7.5, I get a 7.5 exp reward This allows me to control the progression rate by havin a different multiplier for each level. So the amount of kills needed of killing someone your same bounty to level up goes up gradually. So level set up = 1000 = Level 1, multiplier = 20 2000 = Level 2, multiplier = 19 3000 = Level 3, multiplier = 18 4000 = Level 4, multiplier = 17 5000 = Level 5, multiplier = 16 6000 = Level 6, multiplier = 15 7000 = Level 7, multiplier = 14 8000 = Level 8, multiplier = 13 9000 = Level 9, multiplier = 12 10000 = Level 10, multiplier = 11 11000 = Level 11, multiplier = 10 12000 = Level 12, multiplier = 9 13000 = Level 13, multiplier = 8 14000 = Level 14, multiplier = 7 15000 = Level 15, multiplier = 6 16000 = Level 16, multiplier = 5 17000 = Level 17, multiplier = 4 18000 = Level 18, multiplier = 3 19000 = Level 19, multiplier = 2 20000 = Level 20, multiplier = 1 Expansion on universal equipment idea with this setup. Basically, i'm thinking of 10 levels of equipment, with most of them requiring 5-8 attributes to get to next level This would encourage players to pump their categorys, and have a few extra attributes to put where they desire. Side note, we could put very rare spawning "Strength/Willpower/etc Tabs" in. 10 armors Armor protection values level 1 armor Armor = 2 % Helmet = 1% Gauntlets = .5% Boots = .5% Shield = 1% level 2 armor Armor = 4 % Helmet = 2% Gauntlets = 1% Boots = 1% Shield = 2% Total of 4% for non fighter classes, 5% for fighter 2nd level armor = 8% for non-fighter, 10% for fighter, so forth for 10 different armors So with best armor fighter max = 50%, other class max = 40% Btw im not positive about here, but in SOE, values with percentages are calculated with top armor in ur inventory on down. So protection wouldnt be as high total amount say with level 5 armor in that order in your inv armor = 10% helmet = 5% Gaunlets= 2.5% boots = 2.5% shield = 5% the value would get 10% taken off, than 5% of that value, than 2.5% of that value, down the line... so i think we need to test out the armor first with some values, figure it out how it works, then adjust weapon damages in proportion with armor increases. Starting Attributes: I'll start off with say 100 attributes for every class, pre-distributed btw: base hp for every class = 80, each vitality is worth 1 hp I did his fairly quickly and without tooo much thought so if you think some things need changing, let me know. Fighter: 45 - Strength 10 - Agility 20 - Dexterity 5 - Willpower 20 - Vitality Lancer: 35 - Strength 15 - Agility 25 - Dexterity 10 - Willpower 15 - Vitality Rogue: 20 - Strength 25 - Agility 35 - Dexterity 10 - Willpower 10 - Vitality Thief: 25 - Strength 35 - Agility 25 - Dexterity 5 - Willpower 10 - Vitality Mage: 15 - Strength 20 - Agility 20 - Dexterity 45 - Willpower 0 - Vitality btw I think thief and rogue should definately be able to use level 1 armor, im not sure about mage. So if we say 20 strength for level 1 armor... then if did 10 strength for each additional armor, level 10 armor would = 120 strength. which means 75 of fighters 100 attributs must go into strength to get lvl 10 armor at level 20.. Or possibly 9 strength every armor so lvl 10 armor = 110 strength? aka 35 additionl points to put into dex for there level 10 sword or 30 to put into dex, so swords go up 3 dex req every level? anyways it needs to be discussed, class by class, i think fighter is easiest to get nailed out, then we adjust lancer, and the other classes. My basic rough ideas right now are like this is on 9 attribute per next level item, maybe it should be 9 attribute per next level item, not sure. sword = 6 strength, 3 dex lance = 5 strength 4 dex Bows = 3 strength, 2 agil, 4 dex daggers = 3 strength, 2 dex, 4 agil So it will require 81 attributes to get to your level 10 weapon (computed) This will leave 14 extra to put into armor (strength) or whatever u want and as far as mage, it should primarly pump willpower, i dont know if we need it to have a melee weapon as long as we have close range spells level 1 wep = stats of the class starting out ( which depend on weapon) so level 1 sword = 45 strength, 20 dex level 2 sword = 51 strength, 23 dex level 3 sword = 57 strength, 26 dex level 4 sword = 63 strength, 29 dex level 5 sword = 69 strength, 32 dex level 6 sword = 75 strength, 35 dex level 7 sword = 81 strength, 38 dex level 8 sword = 87 strength, 41 dex level 9 sword = 93 strength, 44 dex level 10 sword = 99 strength, 47 dex level 1 lance = 35 str, 25 dex level 2 lance = 40 str, 25 dex level 3 lance = 45 str, 25 dex level 4 lance = 50 str, 25 dex level 5 lance = 55 str, 25 dex level 6 lance = 60 str, 25 dex level 7 lance = 65 str, 25 dex level 8 lance = 70 str, 25 dex level 9 lance = 75 str, 25 dex level 10 lance= 80 str, 25 dex level 1 bow = 20 str, 35 dex, 25 agil level 2 bow = 23 str, 39 dex, 27 agil level 3 bow = 26 str, 43 dex, 29 agil level 4 bow = 29 str, 47 dex, 31 agil level 5 bow = 32 str, 51 dex, 33 agil level 6 bow = 35 str, 55 dex, 35 agil level 7 bow = 38 str, 59 dex, 37 agil level 8 bow = 41 str, 63 dex, 39 agil level 9 bow = 44 str, 67 dex, 41 agil level 10 bow= 47 str, 71 dex, 43 agil level 1 dagger = 25 str, 35 agil, 25 dex level 2 dagger = 28 str, 39 agil, 27 dex level 3 dagger = 31 str, 43 agil, 29 dex level 4 dagger = 34 str, 47 agil, 31 dex level 5 dagger = 37 str, 51 agil, 33 dex level 6 dagger = 40 str, 55 agil, 35 dex level 7 dagger = 43 str, 59 agil, 37 dex level 8 dagger = 46 str, 363 agil, 39 dex level 9 dagger = 49 str, 67 agil, 41 dex level 10 dagger= 52 str, 71 agil, 43 dex level 1 armors = 20 str Leather Armor level 2 armors = 30 str Hard Leather Armor level 3 armors = 40 str Studded Leather Armor level 4 armors = 50 str Ring Mail level 5 armors = 60 str Scale Mail level 6 armors = 70 str Chain Mail level 7 armors = 80 str Splint Mail level 8 armors = 90 str Light Plate level 9 armors = 100 str Field Plate level 10 armors= 110 str Full Plate Mail