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Fun fact: In the current build, using the fastest known methods, it takes longer to level to mining from 98-100 than it does to level gardening, cooking or crafting(including gathering materials) from 0-100. That's around 7-8hrs just for the last 2 levels of mining.
I have 2 characters, 1 has all skills levelled to 100 and the other is for testing how fast each skill takes to level a in best case scenario.
So it makes sense that we're not easily able to max this level yet.
I agree that mining probably should take longer to level than other skills simply due to the amount of mining one is likely to do.
It could also be argued that gardening/cooking/crafting/vitality xp per level need to be nerfed a touch. As it stands though the difference in time needed to level mining vs any other skill is rather extreme and tbh I don't think a significant increase in mining speed would close that gap enough.
Plenty of time for balancing these things though and I'd much rather explore the next biome than worry too much about it for now.
My problem with mining xp, assuming another thread I saw was correct, is that it is gained only based on number of hits (assuming you are hitting something you are capable of breaking), and not based on breaking blocks. I think this is completely ridiculous, as breaking blocks and getting places is the entire point. I think they should change each block to be worth X amount of xp, either based on mining damage needed to break it, or just some increasing scale with distance or difficulty to break.
Currently this is correct. It can be verified by starting 2 new characters and giving 1 a decent pickaxe and the other bare handed, then go hit dirt walls. Both will reach lvl1 in mining in 50 hits but 1 will have 50 walls to show for it and the other won't. ;)
After that, start another new character and place an Azeos wall down, then punch it. You'll notice no matter how long you try it, mining XP won't budge.
I think they meant 180 hours grand total. From what I've seen with some of the guides, I don't think this person has bothered grinding at all.
But to add to this convo- yes, mining is by hits, not by destroyed walls. every hit is 1 exp and for getting lv100 you need to be punching blocks for 50h+ straight with default mining speed to have it. Completely achievable long-term if we consider game will have at least 2 more massive biomes later on where we will be digging and running, but right now it's stupid to expect anyone to level up skills like that. Especially when exponential curve of skill requirements goes very steep later on to the point that most skill "mid-point to lv100" is somewhere in between lv80-90 range. (for example with mining, lv89 with ~ half of way to lv90 is actual mid-point of level 100. last 10 levels of mining will take as much as it takes to reach lv90 itself. it's terrible design and I expect it to get adjusted later on for sure)
And if we talk long-term scaling, then running skill makes no sense as total requirement is pretty much double of mining skill, which means players are expected to just dig solid wall for almost 490k blocks one way and then only run all the way back to have both skills maxed out? game isn't linear for that kind of logic to work out.
That said, devs might still be taking notes and gathering data to see how much exp players acquire over time to gauge how much exp is actually expected to be gained by average player at specific points of the game to make balance decisions later on. EA is wild sometimes :D
- At what point of the game should you reach top Tier in skills?
Or another way,
- At what point have you reached the end-phase of the game?
On play through with 2-players, we beat all the first bosses and we were at level 3 or less in skills after a moderate amount of light basebuilding.
Thing is, currently after all 6 bosses in game (including optional ones), you end up at 50-70 level all-round, give or take based on how much rushing you actually do and how much you actually do stuff that's not required for progression (fishing, gardening, extra mining and exploring), arguably, that's enough, considering currently game is 40-60% complete based on roadmap and planned features. And it would kind of correlate just fine, except the fact that requirement curve is exponential and later skills take a lot more than early skills. Level 80 in any skill is barely a mid-point of lv100 adventure. Sure, after 2 more biomes are added with 2 bosses each (just eyeballing given current situation), player is not expected to max out any level but should be close to it. And with current curve it's not really achievable even after that based on numbers. Unless they actually add some things that help out to level up faster in some way (faster mining hits with less power, for faster mining exp gains for example. or faster shooting range weapons that deal less dmg, maybe even make fishes give more exp and make junk items give no fishing exp at all, making fishing actually make sense)
It's still kind of too early in the game to clearly say how balance should end up, we don't really know how much content and how much travel and combat there really will be, but guessing by what we have now and expecting correlation, it's clear that currently skills are too demanding for sure.
And to add to it all, level 50-75 at skills seems to be intended medium for skills when it comes to Wilderness area based on skill/root resistance skill and the fact that wilderness is where those effects come from. You would expect that game is designed to have player progress through their skills at least somewhat evenly through the game rather than making player jump back and forth between skills.
And sure, mold isn't supposed to be broken easily. That's the whole point of it. It still can be broken with current gear if someone feels like doing so. Don't think it's even an issue really.
It'd be amazing if it turned into an MMO, though- thinking Ragnarok Online similarities, but I may be dreaming here. In any case, some great points, I just wouldn't expect to see majority of skills maxed by the time you get to the 3rd as-yet-to-be-released major zone after this upcoming Sea one? I dunno... you wouldn't want to max too many categories before that point from an 'average' progression model (not taking into account folks that enjoy spending extra time grinding specific things). Thanks for the thoughts, I love this game and really just hope for the best for it. :)