Regulate level based experience gain for legibility
Regulate level based experience gain for legibility
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Posted 2021-10-26 15:26:37
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
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Lionel #34199 |
Posted 2021-10-26 16:41:47
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SyntheticHumor🍁TaNOOKi #872 |
Posted 2022-01-12 16:45:31
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Dżanek #24018 |
Posted 2022-01-12 18:47:29
(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
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Katie #28191 |