Levels
Last updated
Last updated
In Questfall, level is a key characteristic of users who complete quests, which heavily influences many aspects of the quest mining:
Level determines which a user belongs to, allowing a higher level user to mine with less competition.
Each level grants one attribute point, which can be used to improve any of a .
The level of items is limited by the user's level, so progressing through the levels allows for clothing upgrades.
Level increases the weight of a user's vote in decisions and .
While in most RPGs it is common to earn XP for leveling up directly, in Questfall there is an intermediate asset - - which allows to buy XP. This is because community moderation, which is rewarded with Silver, can be used not only by users who complete quests, but also by indie authors who want to promote their quests and be rewarded for doing so.
As a result, the model is a bit more complex than in most RPG systems, as there are two ways to get Silver (burning Gold or community moderation) and two ways to spend it (either paying for XP or paying for ).
Newly registered users start at level 1, and to advance to higher levels, they must gain XP by burning Silver. Each level requires more XP than the previous one, specifically, to get to level 2, a user would need 1000 XP, and with each subsequent level, the amount of XP required would increase by 1000 XP.
2
1,000
3
2,000
4
3,000
5
4,000
Since each level requires more XP than the previous one, the total XP required to reach higher levels from the first level increases exponentially.
2
1,000
5
10,000
10
45,000
25
300,000
50
1,225,000
100
4,950,000
250
31,125,000
500
124,750,000
Although the increasing amount of XP needed to reach each next level is common to all RPG systems, this approach motivates users to level up multiple accounts at once if possible. In other words, the diminishing return on invested XP provokes Sybil attacks.
In Questfall, to prevent such a threat, XP can only be obtained with Silver, and the price decreases for each XP purchased during a week.
The decrease in the XP price means that the more XP a user buys in a week, the lower the average price will be. This also motivates users to burn as much Silver as possible over the course of a week.
For example, the first 1000 Silver will return 200 XP, another 1000 Silver during the week will return an additional 228 XP, another 1000 Silver will return 240 XP, and so on. At the beginning of a new week, the XP price will be reset and the user will start again with 200 XP for 1000 Silver.
100
$0.1
16
0.16
1,000
$1
200
0.20
10,000
$10
2,512
0.25
100,000
$100
31,623
0.32
1,000,000
$1,000
398,107
0.40
10,000,000
$10,000
5,011,872
0.50
As a result, not only does spreading resources across accounts become a losing strategy, but users are also motivated to spend as much Silver as possible to level up. For example, one of the winning strategies will be to accumulate Silver and then spend it all at once.
To calculate the total amount of XP needed to reach a given level from level 1, the following formula can be used:
The protection is based on a simple mathematical inequality: , if p>1
The amount of XP that can be purchased for a given amount of Silver during a week can be calculated using the following formula: