{{level.png?200:rules: |}} ====== Player Level/Scoring ====== Of course everyone wants to know, how leveling happens. First of all, the nice thing is, that you get a little **gift**, i.e. a skill, **with every level**. A players level is calculated from 5 numbers. Details may vary, but the numbers are **ranked roughly in decreasing influence**: - Different **[[badges|badge]] types** in inventory - **[[quadrants#full|Full quadrants]]** (i.e. **green** ones) {{ :rules:quadrants.png?200|}} - **[[quadrants#half|Half quadrants]]** (i.e. **yellow** or **blue** ones). - **First [[badges#drop|drops]]** (i.e. number of own badges first dropped in a gray or blue quadrant). - **First [[badges#take|takes]]** (i.e. number of foreign badges that have been taken). **Notes:** - All these numbers are found in the first 4 bright lines in the player profile (see sample above). - “Different types” can decrease when you drop the last badge of a type. Badgers keeps track of the **maximum different you had**, so your level will never decrease again. Only distance to next level can indirectly grow. - First drops and takes rules mean, that **every player can** potentially **score with every badge**, but maximally once. I.e. you can take an own badge after a drop, but you cannot score with it any more, i.e. you can drop a foreign badge after a take, but you cannot score with it any more. - Dropping an own badge in a yellow or green quadrant does not generate score, however it creates space in your inventory or allows for valuable trades for missing badge types with other players. - Taking a foreign badge from a blue or green quadrant does not generate score of type “half/full quadrant”, however it can **increase the crucial number of “different types”** in your inventory. - All **system, mapper, ruler and skill badges** count towards **“different types”**. You might go for “one of each skill” for that particular reason. - Sometimes you drop or take badges not for leveling, but just to block or unblock space for other badges by the distance rule, cf. [[rules:badges#drop]]. - And if you remove badges of other players from a region this helps to capture the ruler badge for this region faster. ===== Percentages ===== Level progress is displayed in terms of percentages of next level. Score progress is displayed on the client by animated percentages and percentages in the profile. ===== Influences ===== A single drop or take action, often **influences several counters**, so each of them has impact on the score you got (except the capacity): ^Action^Counters^^^^^Effects^^ ^Sample^Types^[[quadrants#full|Full Q]]^[[quadrants#half|Half Q]]^[[badges#drop|f.Drop]]^[[badges#take|f.Take]]^Remark^[[rules:inventory#capacity|Capa]]| |Drop undropped self produced on gray| 0/-1 | 0 | +1 | +1 | 0 |Quadrant turns yellow. Types count can drop, if it the last.|-1/+1| |Drop undropped self produced on blue| 0/-1 | +1 | -1 | +1 | 0 |Quadrant turns green.|-1/+1| |Drop undropped self produced on yellow/green| 0/-1 | 0 | 0 | +1 | 0 |not recommended|-1/+1| |Take unknown (foreign produced) from yellow| 0/+1 | +1 | -1 | 0 | +1 |Quadrant turns green. Types depend on actual badge type.|-1/+1| |Take [[ui:map#badges|unknown]] from gray| 0/+1 | 0 | +1 | 0 | +1 |Quadrant turns blue. Types count always depends.|-1/+1| |Take unknown from blue/green| 0/+1 | 0 | 0 | 0 | +1 |Types count always depends.|-1/+1| |Receiving a [[rules:regions|Regions]] badge| 0/+1 | 0 | 0 | 0 | 0 | | +1 | |Producing first badge of a new type| 0/+1 | 0 | 0 | 0 | 0 | | +1 | These combined effects might making scoring look like "random". However scoring is **not random** and **not depending on the order you take actions**, everything you do counts fully. **Notes:** * Drop: The counter for different types of badges in inventory could decrease if this was the last badge of this type. * Take: The counter for different types of badges in inventory could increase if this was the first badge of this type.