HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Hero XP Gaining

08-13-2004, 10:53 PM#1
Shigs
I have a problem with it, the answer is probably simple... But anyway, my hero gets to level five and a little bit through it, then he just stops gaining XP from killing things. Whats up and how do I fix it?

Thanx
08-13-2004, 11:08 PM#2
paulH
you cant gain xp above level 5 from killing creeps
08-13-2004, 11:38 PM#3
Pyrus
to fix it go to advanced>gameplay constants.
08-14-2004, 02:29 AM#4
Vandell
-grins.- This happened to me when I first started making maps.. go to the Advanced Menu, then Gameplay Constants, then find the data named "Hero Maximum Level", and change it to whatever you want.
08-14-2004, 06:39 AM#5
th15
As paulH said, by default, heroes don't gain EXP from creep kills above level 5. To change this go to Advanced>Gameplay Constants... menu and change the field labeled "Hero XP Gained - Creep Reduction Table" to read 100, 100, 100, 100, 100, 100 e.t.c.
08-14-2004, 07:09 AM#6
Anitarf
Vandel, you are talking about something else, th15 is right, you have to modify the creep reduction table. The table has multiple values, one for each hero level, and they tell you, how much xp hero gains from creeps on that level. The last field in the table applies to all levels further from there, so, by default, the fifthand last value in the table is 0, this means that on levels 5 and above, heroes don't get any xp from creeps. If you alter the table to have only one number, then the experience gain from creeps will be the same for heroes on all levels.
08-14-2004, 02:03 PM#7
Octavius
YES! thank you! ive been having that same problem on my hero map. that will really speed up how slow the map making process is going, thanks a lot
08-14-2004, 08:04 PM#8
Azhag
Quote:
100, 100, 100, 100, 100, 100 e.t.c.


You should never put it as 100, 100, 100. That way is to un-balanced.
Do this one. 100,90,80,70,60. That means at later levels it is hard to level. What this means is if I keep kill the same monster over and over. Lets use a bandit. I gain a level, and become level 2. If you have set the creep reduction for level 2 to 100, then the bandit will give the same exp every kill, and the hero will level up just as fast. With it being 90, that means the bandit will only give 90% of the exp to the level 2 hero. This way it gives the illusion that it takes longer to level up. This goes for all the levels.

BTW: Shigs and Pyrus, I have to say I love your sigs, soooooooo cute!!!!
08-15-2004, 04:41 AM#9
Mr.Safety
Quote:
Originally Posted by Azhag
You should never put it as 100, 100, 100. That way is to un-balanced.
Do this one. 100,90,80,70,60. That means at later levels it is hard to level. What this means is if I keep kill the same monster over and over. Lets use a bandit. I gain a level, and become level 2. If you have set the creep reduction for level 2 to 100, then the bandit will give the same exp every kill, and the hero will level up just as fast.
Wrong, because the amount of xp you need to reach the next level is greater than the amount you needed to reach the previous level.
Quote:
Originally Posted by Azhag
With it being 90, that means the bandit will only give 90% of the exp to the level 2 hero.
Yes, but level 10 creeps also now only give you 90% of the normal xp. And I'm sure that gaining less xp from tough creeps like that isn't what you want at level 2.
Quote:
Originally Posted by Azhag
This way it gives the illusion that it takes longer to level up. This goes for all the levels.
If you want it to take longer to level up between levels than simply increase the required xp to attain those levels. If a Bandit gives you 100 xp and you need 100 xp to get to level 2, but need 1000 xp to get to level 3, then you attain the same effect but without degrading the value of ALL levels of creeps.
08-17-2004, 07:35 AM#10
Azhag
Why do you think blizzard set the defualt exp growth at 80,70,60,50,0 ???
To me that looks like 80%,70%,60%,50%, and 0%.

I don't mean to bicker, but I truely think it is right.
08-17-2004, 09:05 AM#11
Mordiggian
The reguired xp grows by every level (ie. +1000xp for lv 2, +1500xp for lv 3, +2300xp for lv 4 etc.. [those are not the real values, just example]) so basically if you get the same amount from lv 2 bandit each time it still takes more kills to gain next lvl..

And I think that blizzard has set the xp gain rate to 0 for the same reason there are those level caps on each mission, that you can't get hero to max level just by killing creeps in the early missions.

That is my opinion and everyone has own, of course.

EDIT: Fixed typos... duh.
08-17-2004, 10:53 AM#12
Octavius
yeah the creep reduction really has no place in custom maps, i mean as long as everyone is levelling at the same pace then it really doesnt matter anyway. its up to the mapmaker of course but i prefer 100, 100, 100, 100, 100, but thats just because i prefer more action and quicker hero customization, and most of maps have a max hero level of 1000+
08-17-2004, 02:31 PM#13
Anitarf
The only reason why there is experience reduction from creeps at higher levels is to encourage more player versus player combat in melee games. You will need to kill more units to get higher levels anyway, but with creep experience gain reduction, it will require a lot more of creep than player controled units. In a custom game, it's entirely up to the mapmaker to choose if that's the effect he wants. In an RPG, where all you do is kill creeps, there's really no need for the creep reduction table, because there are no opposing players with whom you would want to encourage combat by making creeps less experience-giving.
08-17-2004, 02:34 PM#14
th15
Actually the creep exp reduction is so that low level heroes that kill really high level creeps are rewarded well while high level heroes whomping on weaklings get next to nothing.
08-17-2004, 10:35 PM#15
Azhag
Quote:
The only reason why there is experience reduction from creeps at higher levels is to encourage more player versus player combat in melee games. You will need to kill more units to get higher levels anyway, but with creep experience gain reduction, it will require a lot more of creep than player controled units. In a custom game, it's entirely up to the mapmaker to choose if that's the effect he wants. In an RPG, where all you do is kill creeps, there's really no need for the creep reduction table, because there are no opposing players with whom you would want to encourage combat by making creeps less experience-giving.


I never saw it that way, I retract my statment.