gnosisguild / wand-nft

wand-nft.vercel.app
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Advance leveling implementation #100

Closed jfschwarz closed 2 years ago

jfschwarz commented 2 years ago

Changes in this PR

The implementation should now meet the specs, so closes #34

Implementation details:

closes #99

samepant commented 2 years ago

when maximum level is reached, the XP indicator stays empty

Since the change in this PR moves away from a threshold leveling system and instead has an account "spend" XP to raise their level, I think ideal behavior of the XP bar would be to fill completely up as an account approaches having enough XP to level up, and once it reaches/surpasses the next XP level amount, it would display as full / with the crown.

🤔 (speculation):

jfschwarz commented 2 years ago

one issue with orienting the xp bar to be solely about approaching a level is that it no longer is a visual indicator of the account's total xp (which is a rough corollary for their reputation in the community). maybe we need a secondary reputation bar?

Yeah, I had the same thought. We don't really have a direct visual indication of total XP, which actually seems like the single most important aspect.

cristovaoth commented 2 years ago

one issue with orienting the xp bar to be solely about approaching a level is that it no longer is a visual indicator of the account's total xp (which is a rough corollary for their reputation in the community). maybe we need a secondary reputation bar?

Yeah, I had the same thought. We don't really have a direct visual indication of total XP, which actually seems like the single most important aspect.

Action item would be svg template changes, not that straightforward right @samepant ?

samepant commented 2 years ago

Action item would be svg template changes, not that straightforward right @samepant ?

I'll play around with adding a second bar for total xp / reputation

espinosaalex commented 2 years ago

I like the idea of leveling getting harder exponentially but there was a general consensus in the XP working group that it was not ideal. We settled on a linear model, of each level up costing 2000 XP. The idea is that this equates to two cycles of contribution. Each cycle, full-time contributors would receive 1000 XP. Open to more discussion on it though.

This also brings up a small issue for the progress bar. That in most cases of full-time contributors, the Level Up progress bar would only really have three states: 0, 1/2 full and full. This is ok but reduces its usefulness somewhat. The total XP doesn't have a limit so I'm unsure how we would scale a second progress bar for that. Maybe just a numerical representation would work better?

samepant commented 2 years ago

I think we should change the xp bar to reflect total xp. Using a holder's cumulative xp as the numerator and (if possible) calculate the most xp an account has earned across all holders, to use as the denominator. This makes the xp bar become a rough indicator of experience in the ecosystem.

I think an indicator of available xp, or being able to level up, is nice but not totally necessary for launch. we can always upgrade the conjuror later :)

samepant commented 2 years ago

@jfschwarz I think the only necessary change to get this merged is making the xp cap amount the greatest xp accrued among all holders right?

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cristovaoth commented 2 years ago

@jfschwarz I think the only necessary change to get this merged is making the xp cap amount the greatest xp accrued among all holders right?

Addressed and pushed