Player experience
Player experience :
- Removed player level and devotion.
- Experience needed to fill the gauge :
3000 XP.
- Number of shards gained once the experience gauge is at its maximum :
350 shards.
Player experience :
- Removed player level and devotion.
- Experience needed to fill the gauge :
3000 XP.
- Number of shards gained once the experience gauge is at its maximum :
350 shards.
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Comments
Eh - I like Devotion, and I believe shards should be stingy for new players and hyper abundant for experienced ones.
Show player devotion in the post game screen.
For every 100 levels, they gain a devotion title.
After leveling up past 999 your number is turned into an awesome little skull.
Leveling up grants 200 IS + 1.8 per Devotion level.
Going from Devotion 601 to 606 will take over 20,000 XP and reward enough IS to get 1 Cosmetic set
EXP needed to level has a base of 1,005 and is increased by 5 per rank. Going from 999 to CHOSEN takes 6,000xp
At max rank 'CHOSEN' or whatever, leveling up takes 6,666xp and grants 2,000 Iridescent Shards and a bonus 200,000bp
This way, players won't have a ton of cash to spend on cosmetics early, but if they play for thousands and thousands of hours - they earn the right to have enough to make their pick from the store's offerings. In addition, gaining neigh infinite BP by allowing the absolutely most seasoned of players to benefit after a bit of a grind will make the prospect of making the final push from devotion 950 to CHOSEN a huge incentive.
By showing players 'hey, you started out as a lowly WHISPERER, but if you play a LOT of our game, you can be RICH!' might be enough to pull people into playing, which may increase Behavior cosmetic sales through AC overall.
If I talk about removing player level and devotion it's because it doesn't bring anything to the player.
The most important element is the experience gauge which gives shards each time it is filled.
Why do you want to complicate things?