MaximeOpsommer / andors-trail

Automatically exported from code.google.com/p/andors-trail
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Auto level up enhancement #60

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Get enough exp to level up.
2. Fight on without using your exp to level up.
3. Lose a fight.

What is the expected output? What do you see instead?
When you lose a fight, you lose a % of your actual exp, so if you not used your 
exp to level up, you end up with a high exp loss. After you get enough exp to 
level up, you should automatically level up and get a skill point, that you 
could use later. In addition, I think that formula for the amount of lost 
experience when losing a fight needs a little change.

What version of the product are you using? On what operating system?
v0.6.6, Android 2.1

Original issue reported on code.google.com by rafal.wa...@gmail.com on 3 Dec 2010 at 12:48

GoogleCodeExporter commented 8 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

GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
Or just save more often...

Original comment by doug_y...@hotmail.com on 29 Dec 2010 at 8:09

GoogleCodeExporter commented 8 years ago
Actually what is requested is an auto level up enhancement.

Original comment by sdeva...@gmail.com on 9 Feb 2011 at 11:17

GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
Lets try this again, new screenshot and patch info.

Original comment by stomppns...@gmail.com on 23 Feb 2013 at 7:06

Attachments:

GoogleCodeExporter commented 8 years ago
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