Monday, November 28, 2011

Experience System

The new experience point system rewards for playing well, even if the player does not win the entire game.  This system encourages constant attacking and defending instead of just hiding and avoiding attacks to try to wait the game out.

This experience contributes to the player's level, which indicates how skilled and experienced a player is.  Each rank earns a new background for the player's scorecard, which all other players can see.  Trying to reach that next rank will drive players to keep playing for those experience points.  Eventually these points may unlock abilities, customization options or more, so long as it does not affect game play or cause an unfair advantage.

If you've played games with a similar system such as the recent Call of Duty games, you've probably realized how addicting this system is.  You may have also noticed the small "tick" sound you get every time you either hit an enemy or score some experience points in these games, which although sounds minimal actually contributes a great deal to the reward system in the player.  When the player hears the soft but satisfying tone accompanying the experience, it reminds them that they are moving closer towards that next rank.  I've been attempting to make my own version of this, while still making it relevant to the game.

Feel free to post any ideas you have about the experience system and how it could be used to enhance the game.

2 comments:

  1. Hm.

    This sounds like some kind of ranking system to me. I'm not a big big fan of rankings, yet I understand the necessity of it in a game like this.

    Or should we keep experience and rankings as two completely separate things? Personally, I don't think there is much need to - gain experience as you shoot down attacks or win games.

    The other question I may have is how we should penalize bad playing, or should we penalize at all? Should a player that effectively loses all the time eventually get some experience?

    I think that this idea will work out well, as long as we don't get hackers who do their magic "just to get onto the board". :(

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  2. As of right now there is no actual ranking system. You get experience from playing the game and playing it well, but there is no way to lose xp points. I may implement a system where if a player quits early or otherwise does something bad they will lose xp, but doing bad in a game will no negatively affect your xp count.

    The xp doesn't do anything other than show off your skill. There are ten milestones with xp count, and all each one does is give you a different player card background design, just to alert other players quickly of your skill. There is no global leaderboard or anything in the game that compares users with high experience.

    If hackers were to give themselves a ridiculous amount of xp, all it would really do is give them a cool background that people can only see if they click on their name anyway. It's a little unfair to people who actually earned that milestone, but its better than having people ruthlessly fight for the top rank only to be knocked down by a hacker.

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