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Old 02-14-2020, 11:35 AM
Frug Frug is offline
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Originally Posted by Cen [You must be logged in to view images. Log in or Register.]
All of the situations you asked about can happen because of this.
I'm failing to see where you can draw that conclusion, other than "I don't know, so all must be possible". As each character gets his share of XP based on what he's gotten thus far, it seems like they would level mostly at equal rates, because even though one gets less, he requires less to advance.
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Old 02-14-2020, 12:10 PM
Cen Cen is offline
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Originally Posted by Frug [You must be logged in to view images. Log in or Register.]
I'm failing to see where you can draw that conclusion, other than "I don't know, so all must be possible". As each character gets his share of XP based on what he's gotten thus far, it seems like they would level mostly at equal rates, because even though one gets less, he requires less to advance.
I was sure I cancelled my reply. Ahh. Well, what i mean is, depending on the time constant, what is staying together is ill defined. I can create group structures where a person gets lost, and has to play catch up, and I can create structures where a person reaches a level that shuts down the exp gain for the group until the highest is removed or replaced.

Get this though: I can also make a rarer structure. One where everyone always stays the same level and experience percentage total for the most part.

That probably satisfies your ultimate question without using maths?
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