Post by Daniel Everland on Nov 7, 2014 13:24:57 GMT 1
Update Regarding Leveling
Today we released a major patch to the leveling and xp system! The changes are as follows
XP and levels have been completely reset. It will probably get reset again, so don't put too much time into leveling! Getting XP from collectibles has been removed We've added a bunch of new ways to get XP, which means you can get XP using the following ways now.
Client Build for 60 minutes Unlock all materials Win game Get 5 consecutive jumps on parkour materials Place 100 cubes using the CubeGun
Love the changes to the XP objectives! Overall, they seem less exploitable - which is exactly what we needed for them to be more fun and fair.
I do have some concerns, however. First of all, players can still exploit the use of spawn-fall-win games with the "win game" objective if they're spawning directly over the flag. From my tests, I see there's no timer or abuse prevention to this - so players may use this to gain 10 xp per every 7 seconds. This is also applicable to "5 consecutive parkour jumps" and "place 100 cubes" but because player action is needed, it's more tolerable to overfarm.
Second, was the "build for 60 minutes" objective based on average session times? It seems kind of high, especially if players have to be in one session for a consecutive 60 minutes. Likewise, is it possible to simply AFK in edit mode to earn this? I'll still have to test this one - but I'm unsure if this objective is too demanding to actually be an incentive for players to build more.
Unlocking all materials seems like a fair objective. It might give players another reason to actively buy things from the Shop. Of course, this also means it's a one-time only objective. Or would it be compounded and rewarded again when new materials are released? Still, one-time objectives are another possibility that could be pursued with XP. For example, accepting badges could be a way to gain additional XP too - therefore making badges more appealing to players.
Overall, thanks again for the update and providing information to your players.
Client 100 | Build for 60 minutes 100 | Unlock all materials 10 | Win game 5 | Get 5 consecutive jumps on parkour materials 10 | Place 100 cubes using the CubeGun
Web 5 | Receiving likes 5 | Selling models
I'm concerned about the balance of time spent and rewards gained. Understandably, not every objective needs to have an equal cost/benefit ratio depending on the reasons behind them. Harder and more desirable achievements tend to be higher, as well as objectives that support features that the devs want to push more. Nonetheless, there is a presence of ambiguity in these XP values, which makes it feel like the balance of them are out of order.
It seems like the building objectives have the lowest benefit per time and effort spent than the other objectives. For example, it's far more quicker and rewarding to win a game a bunch of times than to build for a consecutive 60 minutes if games are consistently won below 6 minute rounds. Likewise, assuming a player can maintain a 1 cube per second spam it would take about 1.67 minutes to award XP - whereas continuously performing 5 consecutive parkour jumps takes only about 7 seconds on average to complete and therefore 14 seconds of effort to match the Cubegun's reward.
The downside of unequal cost/benefit ratios is that some objectives will see more favoritism than others, where some are ignored completely. In the case of building for 60 minutes, the amount of effort required (let alone requirement of a 60-minute long stable connection because it's a consecutive objective) is not going to give incentive for creators to build longer. It's even worse that this objective doesn't compound between time spent in multiple projects within that hour. I'm biased towards the edit mode features of the game, so I would like to see rewards that are just as beneficial for creators that are for players.