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Member Since 31 Oct 2013
Offline Last Active Nov 16 2013 07:05 AM

Posts I've Made

In Topic: How to pace level progression, when a game has no end?

06 November 2013 - 03:34 PM

Thanks for the replies everyone, that's given me something to think about. I'll let you know how we decide to set it up.

In Topic: How to pace level progression, when a game has no end?

01 November 2013 - 07:40 AM

It sounds like it's more of an art than a science, judging how quickly players should get awards in the first days, then first first weeks, then first months etc.

In Topic: How to pace level progression, when a game has no end?

31 October 2013 - 11:42 AM

Thanks for the speedy response folks. 


Orymus3: Good question. The levels are used to unlock badges, for example reaching level X unlocks Silver Achievement Badges (to collect). No doubt they'll be used to compare one player to another. We may decide to use them also for exclusive tournaments and other promotions, but this has yet to be decided. The idea is that they're an indiciation of your loyalty/activity on the site and not a ranking (ie, I'm a higher level than you thus I'm a better player). Hence you get XP even when you lose a hand, if you've been involved in that hand; and you get XP for simply registering to play in a tournament. There's scaling there, so if you're playing in a higher stakes game or a tournament with a bigger entry fee, you'll get more points.


Mippy: I agree with your analysis, I think the exponential progression curve fits this nicely, and gives a good flow.


One approach might be: So perhaps day 1, you should be easily able to move up to level 2 or 3, then each day after than 1 level for the next 3 days, then maybe 1 level every couple of days, until it settle to 1 level per week, so a player active every day could hope to get to maybe level 75 after a year. Is that the kind of reasoning you think works?