Open GoogleCodeExporter opened 9 years ago
Currently, you lose 30% of your level experience. If you haven't leveled up,
your total level experience includes the amount that exceeds the amount
required to level up.
Hm, this could be quite an interesting addition for the skills that we are
planning. A skill to reduce the amount of exp lost when dying? Maybe.
Original comment by oskar.wi...@gmail.com
on 3 Dec 2010 at 10:13
Such a skill would be a good thing (especially for high level players). I think
that auto leveling up that will leave you skill points for future use is also a
good idea.
And some nice animation (character surrounded by some bright light for a few
seconds and nice "Level up!" label for example..)
Original comment by rafal.wa...@gmail.com
on 3 Dec 2010 at 10:54
Its very frustrating to grind for 30 minutes, die, and lose very close to all
of the experience points earned during that grind. Maybe an adjustment on the
percentage of exp lost upon death could ease this. 30% is drastic, perhaps 15%
or even 10% would suffice.
Original comment by errord...@gmail.com
on 29 Dec 2010 at 8:06
Or just save more often...
Original comment by doug_y...@hotmail.com
on 29 Dec 2010 at 8:09
Actually what is requested is an auto level up enhancement.
Original comment by sdeva...@gmail.com
on 9 Feb 2011 at 11:17
Should we close this? (skill is available)
IMO calculation for xp loss could be easily adjusted to only cut down the xp
from the highest level.
Original comment by SamuelPl...@gmail.com
on 21 Oct 2011 at 9:32
Please add the auto-level-up. There is no benefit in not leveling up, so it
should be automatic. Make it roguelike. :)
Original comment by valshaq....@googlemail.com
on 16 Mar 2012 at 10:42
I've been testing an enhancement for this, and I find if I'm not expecting the
level up dialog to appear, I'll randomly click the wrong upgrade when it pops
up.... obviously that's problematic.
Would it be more beneficial to have a reminder to level, an auto-opening to
stat screen + level up click... or just a "Congrats, you've leveled, please
select a skill" which pops the next screen with the choices?
Original comment by stomppns...@gmail.com
on 10 Feb 2013 at 1:33
Attachments:
So I included the "Level Up!" pre screen. This is one of those times I really
wish we had sound ;)
Original comment by stomppns...@gmail.com
on 10 Feb 2013 at 1:46
[deleted comment]
Lets try this again, new screenshot and patch info.
Original comment by stomppns...@gmail.com
on 23 Feb 2013 at 7:06
Attachments:
Nice function, stomppnsmash! Good work on the patch.
However, there are some issues with the patch that I think we should fix before
merging.
- I'm a bit reluctant to spread all that logic (the
"if(view.preferences.allow_auto_level_up==1&&" stuff) on so many places. Can we
minimize that, so that the rule is only present at one place?
- The "onLevelUp"-event that is being introduced by this patch doesn't really
mean that the player has actually levelled up, but rather that the player is
eligeble for a levelup. I think the naming of events should be very clear
without any disambiguities. It's also only triggered if the user has selected a
certain setting, and that makes it even harder to reuse it for other purposes.
- Do you think it would be possible to trigger the popup on the existing
"onPlayerExperienceChanged" event instead? Sort of like we do in
StatusView.updateExperience where we check whether the "can level up" thing has
actually changed?
- Nitpicking for consistency: AndorsTrailPreferences.allow_auto_level_up should
use camelCase since all other variables in the game use that.
Other than that, I think it will be a great feature for the players!
Original comment by oskar.wi...@gmail.com
on 19 May 2013 at 2:42
Original issue reported on code.google.com by
rafal.wa...@gmail.com
on 3 Dec 2010 at 12:48