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rules:player_level [2017/08/09 07:56] Frank Nestelrules:player_level [2020/10/17 21:46] (current) – [Player Level/Scoring] Daan VindtZe
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-====== Player Level ======+{{level.png?200:rules: |}}  
 +====== Player Level/Scoring ======
  
-{{ :rules:level.png?200|}} Of course everyone wants to know, how leveling happens. First of all, the nice thing is, that you get a little **gift**, i.e. a skill, **with every level**. +Of course everyone wants to know, how leveling happens. First of all, the nice thing is, that you get a little **gift**, i.e. a skill, **with every level**. 
  
-A players level is calculated from 5 numbers (details may vary, but the numbers are **ranked roughly in decreasing influence** on level)+A players level is calculated from 5 numbers. Details may vary, but the numbers are **ranked roughly in decreasing influence**: 
-  - Different [[badges|badge]] types in inventory +  - Different **[[badges|badge]] types** in inventory 
-  - [[quadrants#full|Full quadrants]] (i.e. green ones) {{:rules:quadrants.png?200|}} +  - **[[quadrants#full|Full quadrants]]** (i.e. <color #22b14c>**green**</color> ones) {{ :rules:quadrants.png?200|}} 
-  - [[quadrants#half|Half quadrants]] (i.e. yellow or blue ones). +  - **[[quadrants#half|Half quadrants]]** (i.e. <color #ffc90e>**yellow**</color> or <color #00a2e8>**blue**</color> ones). 
-  - First [[badges#drop|drops]] (i.e. number of own badges first dropped in a gray or blue quadrant). +  - **First [[badges#drop|drops]]** (i.e. number of own badges first dropped in a gray or blue quadrant). 
-  - First [[badges#take|takes]] (i.e. number of foreign badges that have been taken).+  - **First [[badges#take|takes]]** (i.e. number of foreign badges that have been taken).
  
  
-A single drop or take action, often **influences several counters**. UI shows combined score changesSome samples: +**Notes:** 
-^Sample Action^Types^Full Q^Half Q^First Drop^First Take|Remark| +  - All these numbers are found in the first 4 bright lines in the player profile (see sample above). 
-|Drop undropped self produced on gray|0/-1|0|+1|+1|0|Quadrant turns blueTypes count can drop, if it the last.+  - “Different types” can decrease when you drop the last badge of a type. Badgers keeps track of the **maximum different you had**, so your level will never decrease againOnly distance to next level can indirectly grow
-|Take unknown (foreign produced) from yellow|0/+1|+1|-1|0|+1|Quadrant turns green. Types depend on actual badge type.| +  First drops and takes rules mean, that **every player can** potentially **score with every badge**, but maximally onceI.e. you can take an own badge after a drop, but you cannot score with it any more, i.e. you can drop a foreign badge after a take, but you cannot score with it any more. 
-|Take unknown from gray|0/+1|0|+1|0|+1|Quadrant turns blue. Types count always depends.| +  Dropping an own badge in a yellow or green quadrant does not generate score, however it creates space in your inventory or allows for valuable trades for missing badge types with other players
-|Drop unknwon self produced on blue|0/-1|+1|-1|+1|0|Quadrant turns green.+  - Taking a foreign badge from blue or green quadrant does not generate score of type “half/full quadrant”, however it can **increase the crucial number of “different types”** in your inventory. 
-|Receiving a [[rules:regions|Regions]] badge|+1|0|0|0|0| | +  - All **system, mapper, ruler and skill badges** count towards **“different types”**. You might go for “one of each skill” for that particular reason
-|Picking up a fresh Weekly from gray|+1|0|+1|0|+1|Quadrant turns blue.|+  Sometimes you drop or take badges not for leveling, but just to block or unblock space for other badges by the distance rule, cf. [[rules:badges#drop]]. 
 +  - And if you remove badges of other players from a region this helps to capture the ruler badge for this region faster
  
 +===== Percentages =====
 +Level progress is displayed in terms of percentages of next level. Score progress is displayed on the client by animated percentages and percentages in the profile.
  
-Notes: +===== Influences ===== 
-  - “Different badge” can actually decrease when your drop your last badge of a certain type. The system keeps track of the **maximum different you ever had**, so your level will never decrease againOnly distance to next level can indirectly grow+A single drop or take action, often **influences several counters**, so each of them has impact on the score you got (except the capacity): 
-  - That the first drops and takes rules mean, that **every player can** potentially **score with every badge**, but maximally onceI.e. you can take an own badge after a drop, but you cannot score with it any more, i.e. you can drop a foreign badge after a take, but you cannot score with it any more+^Action^Counters^^^^^Effects^^ 
-  - Dropping an own badge in a yellow or green quadrant does not generate score, however it creates space in your inventory or allows to do valuable trades for missing badge types with other players+^Sample^Types^[[quadrants#full|Full Q]]^[[quadrants#half|Half Q]]^[[badges#drop|f.Drop]]^[[badges#take|f.Take]]^Remark^[[rules:inventory#capacity|Capa]]| 
-  - Taking a foreign badge from blue or green quadrant does not generate scores of type “full quadrant”, “half quadrant”, however it can still help to **increase the crucial number of “different types”** in your inventory+|Drop undropped self produced on gray|  0/-1  |  0  |  +1  |  +1  |  0  |Quadrant turns <color #ffc90e>yellow</color>Types count can drop, if it the last.|-1/+1| 
-  - All **system, mapper, ruler and skill badges count towards “different types”**. So you might go for “one of each skill” for that particular reason. +|Drop undropped self produced on blue|  0/-1  |  +1  |  -1  |  +1  |  0  |Quadrant turns <color #22b14c>green</color>.|-1/+1| 
-  - Sometimes you drop or take badges not for leveling, but just to block or unblock space for other badges by the distance rule, cf[[rules:badges#drop]].+|Drop undropped self produced on yellow/green|  0/-1  |  0  |  0  |  +1  |  0  |not recommended|-1/+1| 
 +|Take unknown (foreign produced) from yellow|  0/+1  |  +1  |  -1  |  0  |  +1  |Quadrant turns <color #22b14c>green</color>. Types depend on actual badge type.|-1/+1| 
 +|Take [[ui:map#badges|unknown]] from gray|  0/+1  |  0  |  +1  |  0  |  +1  |Quadrant turns <color #00a2e8>blue</color>. Types count always depends.|-1/+1| 
 +|Take unknown from blue/green|  0/+1  |  0  |  0  |  0  |  +1  |Types count always depends.|-1/+1| 
 +|Receiving a [[rules:regions|Regions]] badge|  0/+1  |  0  |  0  |  0  |  0  | |  +1  | 
 +|Producing first badge of a new type|  0/+1  |  0  |  0  |  0  |  0  | |  +1  | 
 + 
 +These combined effects might making scoring look like "random". However scoring is **not random** and **not depending on the order you take actions**, everything you do counts fully
 + 
 +**Notes:** 
 +  * Drop: The counter for different types of badges in inventory could decrease if this was the last badge of this type. 
 +  * TakeThe counter for different types of badges in inventory could increase if this was the first badge of this type.
  
  
  
  • Last modified: 8 years ago
  • by Frank Nestel