Skip to main content
Main Content

Regulate level based experience gain for legibility

Regulate level based experience gain for legibility
Posted 2021-10-26 15:26:37
My suggestion is to change how experience is gained in a way which doesn't actually affect the rate of leveling, but would make recording leveling data much clearer and legible, so users can have a better understanding of what the amount of exp they gain means, and how to plan better without having to wrap their head around 20 different levels of experience gain.

It's always been super bizarre to me the way WD handles experience.  As it stands every time you level up your wolf gets a higher experience roll from actions, however the amount of experience required per level also increases.  The understood standard for games regarding level up/increase difficulty to level is based around increasing the amount of experience required per level, but keeping the experience gain the same so that a character takes longer and has to complete more difficult tasks to get the same percentage of a level as a lower leveled character.

Now, I'm not saying its wrong not to follow the standard, breaking from the status quo is often a good thing!  However, despite the difference in implementation WD leveling works functionally the same as the standard from a users point of view, with the exception that it makes it exceedingly difficult and tedious for users to take and use data from their experience gains.

This makes it very painful to plan properly for experience gain, since in addition to the experience differences for biomes and fails/successes(which are good uses of experience variation IMO because they have actual impact on the game) you have to account for the difference in experience gain per each level in each biome.  This turns what was 12 different experience ranges for scouts and 24 for hunters into 240 and 480 ranges respectively, which would be fine if not for the fact that it's just unnecessary and adds nothing to the game.  It just makes exp gain needlessly messy and illegible.

So, I propose that WD removes experience gain changes by level, and adjusts the amount of experience needed for each level to reflect this so that so that a wolf will take the same amount of work to level up

What is required for this? Coding, and some math to actually balance those levels to not affect the rate at which wolves level.  It would require changes in a pretty vital system, but in my understanding this new system would be significantly easier to code than the old one was, and the adjustment shouldn't be too difficult.

I also feel like this change could make things easier for coders in any changes that interact with the experience system, as less complicated algorithms that produce the same results can help for clarity and ease in coding as well.  This version should also be more efficient, since it only have to change/store one variable rather than two.  But that's probably a very small difference that wont actually have that a great effect, figured it'd be worth mentioning though!

Cons: It is a quality of life change that doesn't actively affect gameplay mechanics but rather how users can interact with the information presented to them, so it's not exactly necessary.  I also don't know why experience was coded in such an obscure/more complicated way to begin with, so there might be some systems that it interacts with behind the scenes or something that it does have a legit reason for existing this way that I just cant think of.

SyntheticHumor🍁TaNOOKi
#872

Posted 2021-10-26 16:36:22
I think it's kinda satisfying to see bigger numbers as the wolf grows. I always feel like my scouts have hit it big when they reach level 18-19 and start bringing in 1500 exp from scouting expeditions. It's not a huge deal, and I get how it makes planning more difficult, but I still like it aesthetically.

Lionel
#34199

Posted 2021-10-26 16:41:47
Oh no I totally get that, I really enjoy seeing those numbers as well, and would probably miss it.  It's just so frustrating to try and decompress that information to use it properly.

SyntheticHumor🍁TaNOOKi
#872

Posted 2022-01-12 16:45:31
This EXP gain inflation has no real impact on the gameplay. I wish the EXP system was more reasonable than just gaining more EXP to fill an even greater EXP bar.

Dżanek
#24018

Posted 2022-01-12 18:47:29
Support, I hate having to approximate how much XP i think a wolf gets per whatever at a level it hasn't reached yet from a certain source and yada yada and it also makes it hard to tell exactly how much better X hunting trail at Y location is xp-wise from Z at W unless you're compiling a bunch of numbers in spreadsheets and all this junk that, like you said, seems superfluous considering it's otherwise the same experience as static XP gain with scaling XP per level.

(or if it isn't, and some places are in fact better for leveling wolves at a certain level or something (???), i'd like to know that without having to do data crunching)

unsknown
#21142

Posted 2022-01-13 01:56:55
HUGE agree! I also thought that it was an odd choice to make the wolf gain more exp just because they are the same level. I guess it's supposed to make us feel accomplished, but you're right, it's not how most games do it and it's needlessly confusing.

Katie
#28191

Search Topic