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Author Topic: What people want in a Custom XP System?  (Read 3886 times)

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« on: March 11, 2015, 05:11:37 AM »
I have been working on for Custom XP System 2 years ago. Now, I'm back to make BIG OVERHAUL for it. So, what people wants in a XP System nowadays?

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« Reply #1 on: March 11, 2015, 11:09:44 AM »
Well, one of the first things is using a clear way to configure the hero experience rate, and this must be thought in the basis of in which game types could be applied this system.

I'd start with this: AoS, custom melee, any defence type.

Based on this, we must analyse which requirements have this kind of games. The  most customizable one is to trigger the leveling.

For now my proposal is: multiple types of leveling (unit type leveling), experience as resource...


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« Reply #2 on: April 02, 2015, 05:09:36 AM »
Quote
Well, one of the first things is using a clear way to configure the hero experience rate, and this must be thought in the basis of in which game types could be applied this system.

I'd start with this: AoS, custom melee, any defence type.

Based on this, we must analyse which requirements have this kind of games. The  most customizable one is to trigger the leveling.

For now my proposal is: multiple types of leveling (unit type leveling), experience as resource...
I see, this means that experience rate can be modified freely throughout the game and easily accessible.

Yeah, most of important hero usage maps will be a priority

Triggering the whole leveling? Means that user can directly influence level factor or how? As far as I can see, most Custom XP System automatically controls leveling with the experience given

The proposals are quite intriguing, I'll consider them, though the unit type thingy is sort of difficult and quite a challenge.

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« Reply #3 on: April 02, 2015, 06:36:41 PM »
I see, this means that experience rate can be modified freely throughout the game and easily accessible.

Yeah, most of important hero usage maps will be a priority

Triggering the whole leveling? Means that user can directly influence level factor or how? As far as I can see, most Custom XP System automatically controls leveling with the experience given

The proposals are quite intriguing, I'll consider them, though the unit type thingy is sort of difficult and quite a challenge.
This can be done via a struct that can handle a unit group. This if it's done in vJASS.


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