1) Permanent - World of warcraft, Pokemon, Skyrim, Paper Mario
basically Permanent Leveling is based off the concept that all the experience that you gained stays with you for so long as you play that specific character
2) Instance Based Temporary - Time Stalkers, Dota, Warcraft 3
In these games, they are short, and leveling only lasts as long as you play that specific Dungeon or Match. Over the Course of that Dungeon or Match though the character increases level
Now Theres a big difference in how these two work
Permenent's purpose is generally to have people to level up so they gain access to the awesome stuff later in the game. Work hard and you get awesome shtuff, simple, straightforward, Also time consuming
This idea makes a player not able to have nearly as much early in the game as compared to later in the game
However, Things like this do something good. They make it so players are forced to learn little by little
-Instead of having All of everything right away. A player gets Tackle in the begining of pokemon and learns the value of speed, hp, critical hits and leveling up. Later they get elemental moves and learn super effective moves..... etc
Each of these games do a similar thing. Simple beggining, Much more complicated late game
Instant Based Temporary takes advantage of the fact each game needs a player to start at 1 per dungeon or match
I really like this concept because it allows leveling to be a gameplay concept rather than just a learning curve
In Time Stalkers, at times you may want to Avoid monsters and maintain a low level or keep allies at a low level if you are confident you can abuse the leveling system by defeating multiple monsters or fighting with a higher level difference.
This makes leveling and weapons and abilities interesting in a way you will carry more items than you actually use or use a yogurt ring to store the experience so you can get all the experience in one big burst
Each hero has different abilities ad skills, and they level up outside the dungeons as well as inside
As they learn new skills they have more abilities inside the dungeon to activate depending on their level
In games like dota and warcraft 3, Leveling is more of a game ender than it is a learning curve
In the beggining of Dota, players can't deal with towers unless they are willing to risk 10 to 1 odds of dying, and to attack any tower would be practicically suicide. As a result, it allows the beggining to have a sense of safety and wait. Nothing big is going to happen in the beginning, just a little here and a little there.
But once people start hitting level 10 and above?
towers start coming down, people start taking bigger chances. Games begin to end and people start seeing significant difference in leveling making direct contact have predictable results
Game Starts at 08:25
Each hero is different so you know what skills u are getting ahead of time
3 skills 1 ultmimate, they need to create more and more heroes over time to make sure there is enough variety to satisfy people
So yeah, these are the examples I've been familiar with
now for my Concept
Adrenaline Level and Learning Skills
In my opinion, Level should be based off "adrenaline". Based upon how much action is going around you that you must interact with (abilities casted, players in the area, etc) you will gain experience and eventually gain levels
This will enable more interesting pvp overall since players will have a little bit of breathing room in the early stages of matches. And overall they are meant accellerate to an end
Likewise players can start at a certian Level like level 30 or 50 making it less likely for players to increase in level over the course of the match while having it feel more like common PVP matches
In PvE the gain will be from level requirements. This is a gain since anybody can get up to that specific level in a relatively short amount or long amount of time.
Likewise, different dungeons, if done in succession, will be like a type of gauntlet. Where there would be a couple of caves or this or that people would do one after the other because one will leave you at a level where anothers will start
Leveling up doesn't gain you skills, however, it enables you to learn skills from Masters and such
I'd be most excited about customization
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