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axesurvivor

Experince Overhaul

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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.

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There are books that can make this happen in game, but more options in sandbox are always nice.

 

I think the system as is doesn't need that much of a change, though reloading should count every bullet that's loaded doesn't matter if fired or not if reloading doesn't do this already.

 

First aid IMO should be trainable without being hurt up to level 5. 

 

Guard seems rather tough to train. Esp since a scratch could kill you.

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Yes, everyone has different preferences, I based mine on running my own server and listening to people's suggestions on there. Mostly people, who survived for over 2 months were dissapointed at the slowness of experience at that point.

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Eh... Experience is slow on purpose, to force people to specialize, give more value to xp multipliers from traits and skillbooks, and in general to stop the very situation you are trying to create where a player can master every skill in just a couple months.

 

 

 

Guard seems rather tough to train. Esp since a scratch could kill you.

 

I'm pretty sure Guard gains XP any time a zombie tries to attack you, even if you move out of range of the attack, so training it purposefully shouldn't take much more than leading a few zombies around in a circle, getting close enough to make them lunge and then backing off.

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I just mean that some people don't want to spend 300-400 real-life hours running to upgrade sprinting to level 10, and 6000 hours to upgrade fitness from level 5 to level 10, but speeding all xp would make some skills too easy to gain. And about specialising, people who play single player modes do need to be good at everything, at least eventually.

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I just mean that some people don't want to spend 300-400 real-life hours running to upgrade sprinting to level 10, and 6000 hours to upgrade fitness from level 5 to level 10, but speeding all xp would make some skills too easy to gain. And about spekittening, people who play single player modes do need to be good at everything, at least eventually.

 

I don't think it is really meant to be possible for any one character to level everything up to 10. This combined with the multipliers from traits encourages a more realistic representation of people: decent at most stuff, professional at some stuff.

 

When the dragons are added, these specializations will encourage teamwork and make everyone an asset.

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I'm all for letting people to play the way they want to, especially in single player sand box. And as of now some skills are literally impossible to level to 10, no matter what traits or professions you choose.

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I'm all for letting people to play the way they want to, especially in single player sand box. And as of now some skills are literally impossible to level to 10, no matter what traits or professions you choose.

 

What I gather from the devs is that Level 10 is meant to represent the world champ of whatever that skill is. For example, an Olympic sprinter or Thomas Edison engineer.

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I am all for more sandbox options so people can play the way they want to play.

 

However;

 

Personally, I do not agree that you should be able to max any skill after 3 months. There is a reason that it is commonly said that it takes 10,000 hours to become an expert at anything. There is no reality where after 3 months you can be an expert at fitness, strength training, sprinting, carpentry, farming, first aid, fishing, trapping, or any other skill. IF you could become an expert at anything in 3 months then athletes would only need to condition and train for 3 months, carpenters in training could build a perfect house in 3 months, you could master the art of fishing (which people spend their lives trying to do), be a world-class chef, or administer perfect triage first aid. I'm sorry but maxing a skill in 3 months just isn't plausible.

 

BUT, that does not mean I do not support an option that allows players to play in this unrealistic fashion. To each their own :)

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I am all for more sandbox options so people can play the way they want to play.

 

However;

 

Personally, I do not agree that you should be able to max any skill after 3 months. There is a reason that it is commonly said that it takes 10,000 hours to become an expert at anything. There is no reality where after 3 months you can be an expert at fitness, strength training, sprinting, carpentry, farming, first aid, fishing, trapping, or any other skill. IF you could become an expert at anything in 3 months then athletes would only need to condition and train for 3 months, carpenters in training could build a perfect house in 3 months, you could master the art of fishing (which people spend their lives trying to do), be a world-class chef, or administer perfect triage first aid. I'm sorry but maxing a skill in 3 months just isn't plausible.

 

BUT, that does not mean I do not support an option that allows players to play in this unrealistic fashion. To each their own :)

On the realism bit, as of now carpentery skill can EASILY be upgraded to level 10 within two ingame weeks if you have the equipment, farming also takes way less than 3 months, as opposed to some skills that take years. So the realism is not consistent with all skills, and that's another reason to let players choose multipliers themselves; that way the players can increase the time it takes to upgrade skills too:)

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I am all for more sandbox options so people can play the way they want to play.

 

However;

 

Personally, I do not agree that you should be able to max any skill after 3 months. There is a reason that it is commonly said that it takes 10,000 hours to become an expert at anything. There is no reality where after 3 months you can be an expert at fitness, strength training, sprinting, carpentry, farming, first aid, fishing, trapping, or any other skill. IF you could become an expert at anything in 3 months then athletes would only need to condition and train for 3 months, carpenters in training could build a perfect house in 3 months, you could master the art of fishing (which people spend their lives trying to do), be a world-class chef, or administer perfect triage first aid. I'm sorry but maxing a skill in 3 months just isn't plausible.

 

BUT, that does not mean I do not support an option that allows players to play in this unrealistic fashion. To each their own :)

On the realism bit, as of now carpentery skill can EASILY be upgraded to level 10 within two ingame weeks if you have the equipment, farming also takes way less than 3 months, as opposed to some skills that take years. So the realism is not consistent with all skills, and that's another reason to let players choose multipliers themselves; that way the players can increase the time it takes to upgrade skills too:)

 

 

Good point.

 

Farming can be leveled super fast (again assuming you have the tools, books, and relative safety to do it). Every few cabbages you harvest you go up a level in farming.

 

Carpentry also can be leveled unrealistically very fast. I can saw a few hundred logs and all of a sudden I'm an expert carpenter. I agree that this isn't realistic. Maybe different actions could net more/less experience? I should gain more xp for building a wall or a staircase than I should for sawing a log for example.

 

My guess is that it was an attempt for balancing. For example you don't need anything to work on your sprinting, fitness, or strength skills other than to run around and pick things up. But, you need to find a hammer, some nails, a saw, and an axe before you can really get into carpentry. For farming you need a safe place, a trowel, seeds, and a source of water before you can get into farming. Again, only my guess, but maybe they chose these skills to level faster since you had to put the work into finding the necessary tools?

 

Ultimately, I do agree that more options is never a bad thing in sandbox!

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It would be nice if the same thing would give you different amount of xp depending on your skill lvl.

like sawing a logs for carpentry:

skill lvl. exp gain

0-2. 5

3-4. 3

5-6. 1

7 and more. 0

so we cant power level skills by dooing same simple thing.

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It would be nice if the same thing would give you different amount of xp depending on your skill lvl.

like sawing a logs for carpentry:

skill lvl. exp gain

0-2. 5

3-4. 3

5-6. 1

7 and more. 0

so we cant power level skills by dooing same simple thing.

That's definitely a good idea, but that's a difficult one; I usually saw logs so that I don't have to build bad and ugly walls, which I later have to destroy, because it hurts my eyes to look at them.

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