Core Keeper

Core Keeper

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A Big Complaint Since the Beginning.
Ever since I bought Core Keeper back in May 2 of 2022 I've had one big complaint that has persisted throughout the updates that I hoped would be fixed before it's biggest update, 1.0, would launch, sadly it stayed. The big problem for me personally is how you level up your combat skills and how long it takes.

The idea on paper sounds really good, you hit things and you get XP from them and if you hit enough things your skill levels up, in practice it slows things down since you can get better equipment as you go along the biomes, if you get better gear you can kill stuff better, which is great, but it now takes longer to level up your combat skills since everything dies in fewer hits. There are exploits to work around this and I deeply appreciate the folks who went out of their way to figure them out for the rest us to use, but if I have to use an exploit to level my combat skills in a decent manner and not just while I'm out exploring the caves then I think there's an issue.

I've thought up of two "solutions" that might remedy this but you're free to add in your own way of remedying this if you want too.

1. Half out the XP requirements, 263 hits for your first milestone seems a bit much but 131 is a bit more reasonable as all you'll be fighting is just slimes and mushroom men who don't really put up a difficult fight.

2. Have enemies give their own XP values, this one is a bit of a stretch since there are loads of enemies in the game but I do feel like it would be more rewarding killing off a tough late game enemy and get a nice chunk of XP rather than just a few blips just cause you hit him 25 times.
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we can keep our character like forever, we can move em to every world we generate, so why shouldnt it take quite the time to get em to the max? if the character would be limited to 1 world, i would agree as it would just be tedious :)
I never had a problem leveling combat skills naturally through normal gameplay, personally. The fact that my "normal gameplay" involved repeating every boss fight dozens of times each and killing every enemy I encountered rather than ever running past them might have something to do with it...

That said, it would be both reasonable and logical to have combat and mining XP be based on damage (or, as you say, individually assigned to each enemy/block) rather than number of hits, thereby allowing fast low-damage weapons and slow high-damage weapons to level at roughly the same speed.
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That said, it would be both reasonable and logical to have combat and mining XP be based on damage (or, as you say, individually assigned to each enemy/block) rather than number of hits, thereby allowing fast low-damage weapons and slow high-damage weapons to level at roughly the same speed.

Honestly that's what I really wanted since I started playing this game, helps a lot of builds get to an equal standing with each other rather than a "sizable" difference.
Koumori lähetti viestin:
I never had a problem leveling combat skills naturally through normal gameplay, personally. The fact that my "normal gameplay" involved repeating every boss fight dozens of times each and killing every enemy I encountered rather than ever running past them might have something to do with it...

Probably. For me, unless there's a particular something I want off an enemy or boss, or have to make an area safe, I feel no desire to fight the enemies and often just skip it. The combat in the game isn't enough for it to be satisfying for its own sake; that's not saying it's bad, but I don't really find myself wanting to fight things for the sake of it like I would in a game dedicated to cool combat.

Koumori lähetti viestin:

That said, it would be both reasonable and logical to have combat and mining XP be based on damage (or, as you say, individually assigned to each enemy/block) rather than number of hits, thereby allowing fast low-damage weapons and slow high-damage weapons to level at roughly the same speed.

That would be ideal. It's kind of a bad design where, the better your weapon, the less experience you get overall simply because you're killing faster.
I imagine they did this instead of experience because experience would be too easy to abuse via mob farms at low levels.


I really just think the curve ought to be smoothed so the leveling pace is more consistent. Feels like it reaches a brick wall after the first few skill points. Yes, I understand you can take a character to multiple worlds, but I don't think the game should be balanced around that. Such a thing seems like an "if you want to" sort of like a NG+ rather than a core function. Bringing a somewhat leveled character into a fresh world kind of ruins the pacing anyways.
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[...]
I imagine they did this instead of experience because experience would be too easy to abuse via mob farms at low levels.
[...]

On the other hand, the way the current system works means that faster, lower damage weapons are the best for gaining XP. If you can trap one of those Brute Shroomans on a single 1x1 tile surrounded by pits in the four cardinal directions, you can beat on them to grind XP since they only take 1 damage with their armor on.
The heck? I could have sworn that you gained XP per damage dealt at some point... Was this changed???

Personally I find the most egregious thing to be the extra 5 points you get at 100.

So you're not supposed to "grind" to max but then you give out a massive boost for hitting it?
Just give out a point every 4 levels instead of 5.
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Lähetetty: 29.8.2024 klo 17.15
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