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Is that communicated anywhere in the game and I just missed it?
Yeah, it's per successful action. So, if you hit multiple rocks at once with a hammer or hit multiple enemies at once with one weapon swing, it's just one XP for those respective skills.
Incidentally, this means that trapping a Shrooman Brute on a 1x1 tile with a pit on all 4 sides creates an effective "punching bag" for XP farming. In this configuration, they never charge at you and lose their armor, meaning that you can wail away at them with the fastest firing dagger/bow/staff that you have, dealing 1 damage every time but granting you the normal amount of XP.
Note that I highly disagree with this very simplified way that they've set up XP gain, that make this farming method possible in the first place.
Player seem to get the same amount of melee XP whether they hit something with their hand or with 500+ dmg, so fast weapons just seem to level a lot faster and especially that last part really does not feel great and makes some weapons a bit more undesirable. It seems they already have a system to even that out more, but they are not using that. I guess to not level up weapons you've never used very quickly in late game? They could at least have divided by weapon speed...
This seems to be the same case for mining. Mining seems to be based on mining hits done and tearing down stone with your hands grants a large amount of XP compared to mining it down with a single swing with an iron pick and mining damage boni. I noticed that mining XP gain slows down a lot later on and this seems to be the reason. If you reach everywhere withing seconds, you get very little XP compared to early game when you still have to work a lot to get anywhere.
I have no idea if the hoe grants the _same amount_ amount of XP when picking things with your hands, but you do definitely get a ton more than just single harvest XP per iron hoe hit. I still get 1+ level when I harvest a field of 40 with a few hits and seeing how quickly those harvest go, farming actually levels a lot faster later on. This is a weird discrepancy between pet XP, weapon XP and harvest XP (also crafting/cooking XP, since those also get a lot easier later on with faster harvest). I guess for pets they wanted to make it very easy to switch later on, but the player skills still feel rather not in line, especially with weapon choice having such a bit influence.
I'm very certain now that when you use the hoe on a group of crops, the extra harvest chance applies to the entire group at the same time instead of each crop individually.
For example, if I harvest a 5x5 area of crops with the Scarlet Hoe and a 34% extra harvest chance, there is a 34% chance that I will get 50 crops, and otherwise get 25. There's no in-between. I think this is the cause of what feels like massive inconsistency in final harvest amount.
In my opinion, this is a very weird way to handle multiple random rolls at the same time. I haven't seen any other games do it this way.
I've made a bug report about this with the official form.
Sounds good. One more thing is that I suspect that this bug(?) also applies to golden crop chance, if anyone can confirm. I've just realized that golden crop chance is applied on plant and not harvest.