Excellent, this is exactly the kind of topic I wanted to see pop up. Since it is a Beta, I am looking for feedback so I can better improve the gameplay experience and the overall balance of the game itself. Thank you Rozi for being bold enough to tell me "No, it's awful!" - otherwise, how will I know to improve certain aspects of the game?
So, I guess first I want to touch on the Ranking & Leveling System as a whole, so maybe I can clarify its purpose and why I chose the ranking methodology that I did. First off, the general audience for Marble Blast Fubar was aimed at the beginner / intermediate players.
For my first few years of Marble Blast Gold, it took hours for me to figure out how to complete some of the challenges in the Advanced levels - which was fun, but at the same time extremely discouraging when I discovered some of the required techniques required a skill shot or a particular movement pattern. I'm all for a challenge, but the challenge has to be realistic.
Enter Marble Blast Platinum. The challenge was great in the Beginner / Intermediate section, and then as soon as I hit Advanced and Expert, I was extremely discouraged from completing a majority of the levels, simply due to their sheer difficulty. At the time MBP came out, I was no where near an "expert" player, so immediately I had 25-50% of the game that would be unavailable to me since I had limited skill shot abilities. Over many years of gameplay, however, I grew to understand the more advanced movement techniques and found the levels easier to complete.
To top it all off, enter the Leaderboards. I can put hundreds of hours into Marble Blast Platinum, and regardless only my BEST times would count towards my overall ranking on the leaderboards. To have a chance at the top 50, I would have to grind, not just one level, but every level, and earn a top time, in order to outrank other players. The amount of time, memorization, skill shots, and sheer luck involved was much too frustrating for myself. I decided for Marble Blast Fubar that I would steer away from this method of ranking, as to allow other players a chance to become one of the "best" Fubar players based not only on their skill level, but their time commitment as well, even if they lack the coordination to beat Pascal's top times.
So, I decided to use a Leveling system. The player's total experience gained is actually what ranks folks on the Fubar leaderboards. I also tried my best to ensure players who had the advanced Marble Blast abilities were able to progress and level-up faster than those who did not (e.g., why beating an Expert Time yields more experience, and why completing higher difficulty levels yields more experience). That way, the better players will be able to reach the highest levels faster than the other players. But, at the same time, I did not want beginner players to feel unable to compete with the rest, so I ensured someone who can play Learning: Movement a few million times would also, eventually, be able to reach Level 100 and have a chance at the top ranks. The only difference is the commitment required on their end to achieve this goal.
You'll notice in most online games these days they cater to "Casuals", e.g., a player who has (in my view) between 20 and 40 minutes of play time per day. If your game does not reach out to this market of players, you're quickly going to run out of users and your game is a cluster of the best individuals (e.g., MBP Single Player - How often do you see players grinding MBP Single Player? What is the reward for them?)
My theory was further proved correct when I started digging into the MBP Leaderboards. There are only ~150 players with more than 5 million rating (e.g., completed a majority of MBG Gold Times & MBP Platinum Times) out of the total of 1100 players who've logged in to the leaderboards. So a meager 13.6% of players are actually experiencing the majority of the game content.
Compare this to Marble Blast Fubar's Beta statistics - 150 players have reached at least level 7, which requires completion of the majority of the Tutorial Levels, out of the total 228 who have played (since January 1st, 2016). 65.8% of players have at least completed an entire tier (or the equivalent of an entire tier) of levels. To further refine these stats, I reset 78 user accounts when Build 40000 released. That means at least 78 players were above level 14 and had likely played a majority of the game content - 34.2%. I find these numbers are much more satisfying, as I assume the players are, indeed, feeling rewarded for the time they put into the game (their Level can never go down (unless I reset it! (BETA Only))) and they have a competitive sense that, with some time, they can actually reach a top tier rank.
Now, keep in mind, there are still global leaderboards for EACH level, so, yes, you competitive type can still battle over the World Records for each level. Perhaps I'll design some titles and a secondary leaderboard based on your overall times, but the generic ranking for Fubar will still be experience and level based.
TL:DR; I will not be changing the Ranking for Marble Blast Fubar. It's the methodology I favor and it's the one I have chosen for my mod.
Levels:
As you have pointed out, Rozi, and as Threefolder clarified, there are still a handful of levels that are in the process of being reconstructed. They will be released as part of Build 50000 on (pending) March 1st. These levels include:
Beginner - Waterfall (Rebuild)
Beginner - Slip and Slide Winter (Slight rebuild, scenery)
Intermediate - Time is Nigh (Extension)
Intermediate - Wall Climber (Extension)
Intermediate - Spidermon (Rebuild)
Intermediate - Emberstone (Scenery, challenges)
Intermediate - Harbinger Tower (Slight rebuild, scenery)
Intermediate - IJ's Descent (Extension)
Intermediate - Vengeful Catacombs (Rebuild)
Advanced - City Jump-Hah (Rebuild)
Advanced - Bail Out (Rebuild)
Advanced - Temple of Aut-Ahl (Scenery Adjustments, Challenge adjustments)
Advanced - Jenga (Rebuild)
Advanced - Bladestorm (Scenery removal - less repetitive)
Advanced - Special-Ops Mission (Shortcut removal, scenery adjustments)
Advanced - Marble in the Clouds (Rebuild)
Advanced - Rock Climber (Extension, less repetitive)
Advanced - Into the Maw of the Beast (Texture adjustments)
Advanced - Kalimahri Pass (Scenery additions)
Professional - Halls of Time (Removal of Stairs, fix for the Purple Tower Room)
Professional - Frozen Gorge (Removal of "tightrope" sections, added challenges (removal of certain power-ups))
Hope this clarifies a few things. Please post more feedback, It helps me tremendously!
~Aayrl