Point System - xopherdeep/do-it-for-the-xp GitHub Wiki

Point System

Overview

The Point System is the core progression mechanic in XP, using various types of points to track achievements, unlock abilities, and reward users for completing real-world tasks. Each point type serves a distinct purpose in the game's economy and character development.

Types of Points

  • Basic Calculation: 1 Minute of effort ≈ 10XP
    • 5 minute tasks: 50XP
    • 15 minute tasks: 150XP
    • 30 minute tasks: 300XP
    • 60 minute tasks: 600XP
  • Modifiers: Various factors can increase or decrease the final XP reward
  • Purpose: Level up your character and unlock new content
  • Primary Source: Completing achievements and tasks
  • Earning Method: Awarded through achievements based on complexity and difficulty
  • Tracking Periods: AP is tracked across multiple timeframes:
    • Daily (1 day)
    • Weekly (7 days)
    • Bi-weekly (14 days)
    • Monthly (30 days)
    • Bi-monthly (60 days)
    • Quarterly (90 days)
    • Half-yearly (180 days)
    • Yearly (365 days)
  • Purpose: Unlock and upgrade abilities based on AP thresholds
  • Special Feature: Some abilities require maintaining certain AP levels over specific timeframes
  • Function: The monetary currency within the XP system
  • Banking System:
    • GP deposits into player's savings account after claiming tasks
    • Limited monthly withdrawals from savings to wallet
    • Interest may be earned on saved GP
  • Wallet System: Players can upgrade their carrying capacity:
    • Starting Wallet: 99GP maximum
    • Adult Wallet: 300GP maximum (+1 slot)
    • Medium Wallet: 500GP maximum (+2 slots)
    • Big Wallet: 1,000GP maximum (+3 slots)
    • Giant Wallet: 5,000GP maximum (+4 slots)
    • Tycoon Wallet: 9,999GP maximum (+5 slots)
  • Purpose: Purchase items, accessories, and real-world privileges
  • Scaling: HP increases as character levels are gained
  • Function: Represents stamina and ability to complete achievements
  • Depletion: Different achievements require varying amounts of HP to complete
  • Recovery System:
    • When HP reaches 0, player must take a timeout to recover
    • Potions can restore HP and provide encouragement
    • Empty potion bottles can be returned to the shop for extra GP
  • Purpose: Manage energy and prevent burnout
  • Scaling: MP increases with level upgrades
  • Usage: Spent to cast learned spells and abilities
  • Recovery System:
    • Gradual replenishment over time
    • Can be restored using ethers and other items
    • Different Job Classes have varying MP capacities and regeneration rates
  • Purpose: Enable the use of special abilities that help with tasks

Point Management Strategy

Balance

Successful players maintain a balance between different point types:

  • XP Focus: Prioritize leveling up quickly
  • GP Focus: Emphasis on earning rewards
  • AP Focus: Concentrate on unlocking abilities
  • HP/MP Management: Ensure sustainable performance

Economy Tips

  • Set GP savings goals for larger rewards or wallet upgrades
  • Balance MP expenditure throughout the day to avoid depletion
  • Track AP over different timeframes to maintain access to key abilities
  • Monitor HP levels during challenging periods to avoid burnout

Points and Game Mechanics

The point system integrates with other game systems:

Related Concepts

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