Balancing a Reward Table to a Target Time-to-Level
This lesson is part of the course
In this lesson
You compare XP per minute across activities, calculate a typical player's daily XP and days to level 20, and scale the rewards so the target time is met.
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Lessons in this course
- Faucets vs Sinks: Daily Currency Flow and InflationFree
- XP Curves: Exponential vs Polynomial Levels (with a Chart) Locked
- Drop Rates, Expected Attempts and Pity Timers Locked
- Gacha and Collections: Expected Pulls to Complete a Set Locked
- Crafting Cost Trees: Rolling Up Materials and Fees Locked
- Store Pricing: Gem Packs, Bonuses and Value per Dollar Locked
- Player Segments: Revenue Share, ARPPU and ARPDAU Locked
- Balancing a Reward Table to a Target Time-to-Level Locked