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Author Topic: Remove diminishing XP  (Read 6060 times)

Re: Remove diminishing XP
« Reply #15 on: January 30, 2010, 11:26:18 am »

no thats nothing .. assult rifle is something 2.5h CD ..and now you wanna add extended magazine - wooping another 2h CD while giving something like 400 exp (the first craft is like 3k exp)
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Re: Remove diminishing XP
« Reply #16 on: January 30, 2010, 12:05:34 pm »

Haha, M60 owns everything. That thing gives 5800 XP and has a cooldown of atleast 3 hours if im right.
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I give a fuck.
Re: Remove diminishing XP
« Reply #17 on: January 30, 2010, 12:24:52 pm »

285 mins ;]
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Re: Remove diminishing XP
« Reply #18 on: January 30, 2010, 01:44:28 pm »

Kill a Broken Hills caravan = 200 exp < the amount of ammo and weapon deterioration used is worth more than the exp.
Craft a batch of Rockets with a high cooldown = 500 exp.
Farm stealing and get loads of exp bonuses every 10 seconds = 500 exp.

Does this look right to you people?

soldiers should have very difficult time to level up because they can kill and rob other characters or NPC to gain exp and items, while crafters have to spend a lot of time while gathering and crafting and it`s their only way to earn some money and exp, they are exposed to loose everything they gather in few seconds
current gather/craft system IMO is very good, maybe a little tweaking is needed but only a tiny one
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Re: Remove diminishing XP
« Reply #19 on: January 30, 2010, 01:49:12 pm »

imo its easier to level by crafting the fighting its something like - spend hour on geathering materials , craft something woth 10k in cash get 5k exp for it , have 5h cd on crafting go offline .... i dont know where is the risk of losing your geatherables - unless you sue bot to geather materials for hours in one spot ...
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dskpnk

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Re: Remove diminishing XP
« Reply #20 on: January 30, 2010, 01:57:22 pm »

There is no reason to drag out the leveling process during a beta, all it does in hinder testing.

The reason seems clear : testing the definitive game design, i think this Xp system is good, a lvl 21 character is hard to do, i just think about incrasing lvl cap to 30 to have a better life time for a character (and lvl 30 characters will be hudge ^^)
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Reconite

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Re: Remove diminishing XP
« Reply #21 on: January 30, 2010, 02:00:09 pm »

soldiers should have very difficult time to level up because they can kill and rob other characters or NPC to gain exp and items
That's bullshit.
Look:

Crafters can craft to gain exp and items (items which have 0% deterioration).
Thieves can steal to gain exp and items.

It is unfair on fighters if 4 humans in Metal Armor give only 200 exp in total.
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Quote from: Zogra
THIS IS NOT BETA THIS IS SPARTA

ARWH. Scummers to the end.
Re: Remove diminishing XP
« Reply #22 on: January 30, 2010, 02:04:07 pm »

I have killed more than 3k creatures, the exp from them was not enough to get me to level 21. I had to damage myself on cows and such and then use first aid since it is pretty much the only real way a fighter can level up. This diminishing exp system is, in my opinion, completely worthless. (hey look, crafters who have never played a fighter disagreees, who would have guessed)

edit: I also think the crafting cooldown is insane
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Re: Remove diminishing XP
« Reply #23 on: January 30, 2010, 02:11:07 pm »

i belive the reason behind so long cooldown is to not let single crafter support whole factions with weapons /ammo etc...
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Solar

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Re: Remove diminishing XP
« Reply #24 on: January 30, 2010, 02:12:00 pm »

As wipe said, more critter groups could be good, but the main issue is setting appropriate base xp for each critter type. Some of the xp values are simply stupid.


As for crafting, it is not slow at all, so whinging about timeouts is pointless.

xp gain, this is a large part of the reason for switching to final item countdowns. It fixes the amount of xp able to be gained by one char, so there is no more of gangs pumping one members xp by all gathering for him.



Also, a beta test is a perfect opportunity to experiment around with things such as rate of xp gain, crafting speed and similar ... making everything really fast to "help testing" is a completely false arguement
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Remove diminishing XP
« Reply #25 on: January 30, 2010, 02:15:57 pm »

That's bullshit.
Look:

Crafters can craft to gain exp and items (items which have 0% deterioration).
Thieves can steal to gain exp and items.

It is unfair on fighters if 4 humans in Metal Armor give only 200 exp in total.

Yes ok soldiers have a hard time leveling, but i don`t want to see every one have a PvP char, i wan`t it to be elite hardcore players only
and 5 days for leveling BG which can take a big guns weapon in his hands on 15 lev is not that bad at all
so don`t whine, try harder
« Last Edit: January 30, 2010, 02:19:12 pm by korzen83 »
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Reconite

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Re: Remove diminishing XP
« Reply #26 on: January 30, 2010, 02:19:45 pm »

i wan`t it to be elite hardcore players only
So you're saying that there should only be Level 21 Big Gunners who play 24/7 and everyone else has to suffer? Good idea!
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Quote from: Zogra
THIS IS NOT BETA THIS IS SPARTA

ARWH. Scummers to the end.
Re: Remove diminishing XP
« Reply #27 on: January 30, 2010, 02:27:30 pm »

So you're saying that there should only be Level 21 Big Gunners who play 24/7 and everyone else has to suffer? Good idea!
No i say that there is another ways for soldier to level up, not only grind centaurs all day long, and idea of ginding centaurs form beginning to 21 lev is just scaring the crap out of me
i`m not a kind of 24/7 player and it was not hard for me to figure out some other ways of leveling
« Last Edit: January 30, 2010, 02:31:03 pm by korzen83 »
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Re: Remove diminishing XP
« Reply #28 on: January 30, 2010, 05:20:26 pm »

can anyone clarify how does the diminishing work ?
in kills you only major groups are counted like : rats geckos , man , ghouls etc...

does it mean that if i killed alot silver geckos exp for silver / fire ones will be reduced ?

is there any way to coutner the diminishing  ? like if i got huge panalty on geckos and istart killing soemthing else after some time the penalty on geckos will drop ?
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Re: Remove diminishing XP
« Reply #29 on: January 30, 2010, 06:22:12 pm »

can anyone clarify how does the diminishing work ?
in kills you only major groups are counted like : rats geckos , man , ghouls etc...

does it mean that if i killed alot silver geckos exp for silver / fire ones will be reduced ?

is there any way to coutner the diminishing  ? like if i got huge panalty on geckos and istart killing soemthing else after some time the penalty on geckos will drop ?

I'm not positive but i think you get x amount of kills from a group like scorpions, deathclaws, men, etc. and after killing a few they give less and less p every time. It never increases again so once you've farmed a mob too much it gives crap xp. There's few things more aggravating then killing something big like a deathclaw and only getting a few hundred xp. The critters don't get that much easier at high levels because damage is based on weapons and perks, noting else. As for this being a game design test, if it is it fails because the game design is crap. There's nothing do do so the plan was make what little there is to do tedious and boring to drag out gameplay. I have like 30 characters since the wipe and none of them have gotten past 16 because at that point its just grind 225 nasty floaters and that takes forever.

And yes crafting does take way too long. I'm not sure who thinks waiting for hours to get resources that can be lost in a second is good gameplay design but it's not. Even stupid shit like ammo takes forever. Flamer fuel has a 15 minute cooldown for 20 rounds, thats like 1-2 encounters max per cooldown. Or I make a metal mk 1 and then have to wait an hour to upgrade it to mk 2 so  i can actually use it. And if I die and lose it its another 2+ hours to get a new one. It's retarded.
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