(Here is a base example, which can be changed, number wise or mechanic wise. This is just to give you an idea of what the exp system may look like)
exp system 1
Total exp needed to rank up: 17,000
t1 - t2: 3,000
t2 - t3: 6,000
t3 - t4: 10,000
t4 - t5: 13,000
t5 - t6: 17,000
Each tier requires a set amount of exp, exp counts towards the next tiers exp.
Can have an event between each tier based on the tier after exp requirements are met to determine whether or not said player is able to rank up. (A story test if you will)
Chest rolls can include a small amount of exp, increased per rank of chest.
Grading system how to
first you take the flat value of the thread then add an additional grade based on quality and story.
Flat amount of exp per story thread equals 100, hunts or tasks are 50
Additional grade of +%0/%25/%50/%75/%100 per quality of said thread and story content(zero being very little, 25 being some, 50 being a moderate amount, 75 being an adequate amount, 100 being above adequate)
Then you take the final value of the base thread+quality story and then add a percentage of the grade based on how many people were in the thread. Rounding up or down whichever is closer.
Additional grade of +%25 for posting with 2 +%50 for posting with 3 people, additional +%75 for posting with 4 people, additional +%100 for posting with 5+ people per thread rounded up or down whichever is closer.
You then add an additonal percentage if the thread is an event or random encounter thread and round up or down whichever is closer.
Events offer an additional +%25/%50/%75/%100 based on scale size and rank
Random encounter offer an additonal +%25/%50/%75/%100 based on scale size and rank