For example, calculating levels in Dota would be much easier if every 2 wins = 1 exp level, every 3 losses = 1 exp level.
Or: every 1 minute of a win = 5 points, every 1 minute of a loss = 3 points.
Every level is 500 points.
The amount of games it takes to reach level 50 is about the same, and honestly the rest after that is just bragging rights anyways.
But it allows you to easier anticipate when you're gonna level up.
Besides, as long as you stay fighting enemies in your level range, I don't see why it would become harder to level up after each level. It should be about the difference in level rather than the level itself.
"Or: every 1 minute of a win = 5 points, every 1 minute of a loss = 3 points."
If you have played for 1000 hours and you have 50% win rate you would be around level 480...
Okay, that doesn't matter. The amount of games to level 50 is the same, so I designed that around level 50 = about 100 hours at 50% winrate. Since level 50 is the only level that really affects gameplay and unlocks ranked.
It doesn't matter if you're level 480 as that's just bragging rights. But at least you know when you're gonna become level 481 and when you're gonna become level 482 etc.
Or just get rid of levels and just replace it with hours.
Instead of exp 5, 10, 25, 50, 100 trophy, just do a 2 hour, 5 hour, 20 hour, 100 hour, 400 hour trophy.
Actually honestly I don't get why they just don't use hours, now that I think about it.
Pro psaní komentáře se přihlaste.
It's super duper easy to use and it actually makes sense since the relative difficulty of your tasks will be linearly proportional to your level anyways.
It also doesn't make players feel shortchanged by their early quick level up and their late game slow level up, and players know about how much work they have to do to level up each time.
Or just get rid of levels completely and just go with hours played as the milestone.