Closed jfschwarz closed 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):
when/if the card is maximally leveled, the XP bar should disappear, which would be a nice indicator that the card can't be leveled anymore, and if the community decided to add levels, it would show up again
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?
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.
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 ?
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
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?
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 :)
@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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@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
Changes in this PR
The implementation should now meet the specs, so closes #34
Implementation details:
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(idea: reaching the next level gets harder exponentially, cost doubles each level)closes #99