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Found 6 results

  1. So I've run into something that seems to have stumped me. I'm currently experimenting with hobby traits (Traits that add an XP boost to a perk 75%/100%/125% and a point in a perk) when added to a character post-character creation via getTraits():add(""); and I've found that if a trait is added post character creation there are some aspects of them that won't apply. One example being when First Aid is added to a character, while the trait shows up on the character, the perk level and perk xp boost remains unchanged (see below for example) I had expected that this might have been the case but needed to test to make sure before looking into how to go about adding a perk level and the boost. I have a generally decent idea on where to look for the perk level addition itself, but what I can't figure out at all is how to apply an XP boost to the perk out of character creation. Any help figuring this out would be greatly appreciated, specifically looking to find how to apply either increment the XP boost on a perk or get the current boost on it and then apply one to overwrite it.
  2. axesurvivor

    Experince Overhaul

    In sandbox mode a separate xp multiplier should be added for each skill, as opposed to an overall multiplier, as some skills are easier to train than others. Either that or the devs should change the experience you get for certain activities, so that an average survivor can hope to max out a skill after working at it for a few months. Why do we want a change? One example: I have a character that has survived for over 3 months and I have been foraging almost every day; my foraging skill is level 1... Here are the exact values, by which I have increased my experience multipliers i the game (by going into lua files), in order to make it more enjoyable, but not op: Sprinting--------------------------x10 Lightfooted-----------------------no change Nimble----------------------------x30 Sneaking-------------------------no change Blade Accuracy----------------x15 Blade Guard--------------------x15 Blade Maintenance-----------x15 Blunt Accuracy-----------------x15 Blunt Guard---------------------x15 Blunt Maintenance------------x15 Carpentery----------------------no change Cooking--------------------------x15 Farming--------------------------no change First Aid--------------------------x10 Electrical-------------------------x20 Firearm Aiming-----------------x10 Firearm Reloading-------------no change Fishing----------------------------x9 Trapping--------------------------no change, I don't use trapping Foraging--------------------------x10 Fitness----------------------------x180 for sprinting, x100 for swinging a weapon Strength--------------------------x90 for heavy load, x50 for chopping trees With this set up in about half a year a dedicated player can hope to max out most of the important skills in the game.
  3. apg504

    XP and Level Up Balance

    I've been keeping a close eye on the level up system and the way XP increases with time and felt it needed a bit of balancing. Feel free to argue the points; 1) XP should increase faster. At the moment I'm getting to a point where I have loads of skills waiting to increase a level but I'm struggling to gather enough XP for a new level. Obviously the choice of skills we select should be tactical but I would have to survive for years at the moment to get a skill to level 10. 2) Some skills will never max out because there is simply not enough stuff available to achieve that. There's very little glue/tape etc. for maintenance for example. I don't think there's enough bullets to get gun skills up either. Perhaps the amount of XP per level or acquired through practice should be addressed to solve this. I don't expect to get every skill to level 10 however, just felt the process could be made easier in some cases. 3) Skills from professions should be balanced a bit better. I find the accuracy of the police officer/veteran with pistols to be too low, so perhaps they should have a greater level of that skill at the start? The carpenter isn't very good at carpentry either; he should be able to make most things straight away really. I wouldn't hire a chippy that couldn't build basic stuff! 4) The traits and abilities are already really good but I think some balancing of the numbers amongst them would help. If I'm choosing unemployed and giving them skills like first aid or carpentry it has to be worth it in balance with the negative traits that seriously affect the suvivors chances. With ten levels of skill to achieve and the current XP balance I'm not sure if it's worth it at the moment Interested to see what others think...
  4. Hi I thought about putting this into the bug section, but decided otherwise as it could also seen as a lack of feature. With the new 27 Build it got, at least for me harder to find a proper weapon. (I LIKE IT!!!! ) Result: I kill a lot of zombies with pens, pencils, forks spoons or with my hands etc. However: These kills are not honoured in the blunt or blade combat section!!! In Fact there are not honoured at all. Last time i killed 46 zombies with my hands or spoons or the like and i did not get a single xp from it. (I don't even know if the butter knife gets blade xp but i think not otherwise i would have a few.....) This is a serious bummer for me as i kinda like killing this way. Also actions/surviving in the game should be rewarded. My proposal would be: Make a hand to hand combat skill. This skill improves when you kill with improvised weapons or with your hands. With progression it would need less hits on the zeds to kill them. Other idea is to put spoons, forks, etc into the blunt category for xp gaining Would like to hear the opinion of a dev on this. Thanks a lot!
  5. So, I really started to use the books recently. I mostly just used the ones for level 1 to get me started nicely and then only used books when my char was bored... Due to books and specific actions you can level cooking and crafting quite easily - in contrast to the other skills like running, sneaking and kicking ass with different weapons. So maybe there could be different types of magazines that give you short term xp-boosts. (and I mean short term!) for instance... you go into the fabulous enigma book store in WP and you find a magazine like runners world or a golf magazine, baseball magazine, etc. you can read it to cure boredom but you could also benefit from its information. like improve your swing (only with the golf club or the bat, depending on the magazine) or your running technique. Other magazines could be "Cuttlery afficionado" or "Gunnut Magazine". I hope you catch ma drift. Those benefits should only be temporal and not for the whole level. I do yet have to find an magazine or book that would help one learn to sneak or to be nimble ^^ Extra suggestion because you were so nice and read that. Right-click option for the ovens in the loot menu, as a workaround if the rightlick option for the oven directly is not showing or hard to find. and uhm. a raincoat or an umbrella would be much appreciated. I caught a hell of a cold on the way from Muldraugh to West Point EDIT: How about "cleaning your gun" as a task that makes your gun last longer and reduces boredom, needs information out of a magazine/book or at least gun-level 2 or something no one? okay, I'll just see myself out
  6. One of the things I've noticed with my game style, is that I really like to get good at carpentry. Whenever I start a game I go straight to the Warehouse in Muldraugh, barricade the doors and windows, and grab an axe. I scavenge for food occasionally, killing zombies along the way, but not really getting terribly good at Blunt or Blade. But I primarily go across the road, and start swinging away at the trees, making planks and making fences to keep the baddies out. Then I make a crate to store things in. But I've always thought, swinging that axe so many times, and breaking the fences with a sledgehammer would benefit my ability to use them, or other things like them, as the character becomes more proficient with the object. So, my suggestion is to add the standard experience for completely chopping down a tree as one would get from killing a zombie to the blade skill. And for destroying carpentry, the player would get the standard experience put into blunt as killing a zombie would. Or maybe add a woodsman skill. My next suggestion is that destroying certain carpentry items such as crates (I know there's lot of them) would give back some of the materials used to make them. in a way that they have items hidden to the player in their inventory, which are dropped upon destruction. This could lead to the requirement of more materials for construction, or the individual plank, rather than planks.