SteamWorld Heist II

SteamWorld Heist II

Statistiche:
XP question
How is XP calculated at the end of a mission? Is it a fixed number based on completing a mission, or does this change based on performance? E.g. More kills, higher completion stars, more swag collected etc.

Also, does the difficulty selected effect the amount of XP earned?
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I don't know about the difficulty but I would think it doesn't change anything, or you would be too high level too early in the game on highest difficulty.

The characters get the same amount of XP whatever they did during the mission (keeping in mind that 1. XP once reached LVL 5 will carry on to the next job 2. There's an XP bonus to the two first level of a job, to unlock in the submarine)
Messaggio originale di Jas:
XP question
How is XP calculated at the end of a mission? Is it a fixed number based on completing a mission, or does this change based on performance? E.g. More kills, higher completion stars, more swag collected etc.

Also, does the difficulty selected effect the amount of XP earned?

Fixed experience points + ship upgrade bonus + utility item bonus + first level up bonus for new jobs + reserved experience points + global bonus once unlocked

Here is a screenshot of late game mission finishing, without the global bonus
https://i.ibb.co/bFKKbF8/screenshot-1723552025.png
Messaggio originale di Opera:
I don't know about the difficulty but I would think it doesn't change anything, or you would be too high level too early in the game on highest difficulty.

The characters get the same amount of XP whatever they did during the mission (keeping in mind that 1. XP once reached LVL 5 will carry on to the next job 2. There's an XP bonus to the two first level of a job, to unlock in the submarine)

I'd argue the much harder difficulty should be rewarded with at least a small XP, gallons or fragments bonus. Right now it can feel deflating to get through a tough mission on Veteran with all stars completed, only to receive zero extra bonus for it.

I get that personal accomplishment is a thing, but it'd be nice if the game also acknowledged your skill in some way - even if it was just a 5-10% bonus. It'd be psychological incentive more than anything.
Ultima modifica da Jas; 15 ago 2024, ore 11:33
Messaggio originale di Jas:
Messaggio originale di Opera:
I don't know about the difficulty but I would think it doesn't change anything, or you would be too high level too early in the game on highest difficulty.

The characters get the same amount of XP whatever they did during the mission (keeping in mind that 1. XP once reached LVL 5 will carry on to the next job 2. There's an XP bonus to the two first level of a job, to unlock in the submarine)

I'd argue the much harder difficulty should be rewarded with at least a small XP, gallons or fragments bonus. Right now it can feel deflating to get through a tough mission on Veteran with all stars completed, only to receive zero extra bonus for it.

I get that personal accomplishment is a thing, but it'd be nice if the game also acknowledged your skill in some way - even if it was just a 5-10% bonus. It'd be psychological incentive more than anything.

It would throw the established balancing overboard. Basically the higher difficulties are more difficult, not just because of the enemies' stats, but also due to the limited resources you have to manage.

I know what you mean, psychology-wise. But considering that we should celebrate the game for eliminating FOMO elements / false dopamin rewards. The way the game is designed makes it one of the very few games suitable for children to enjoy without the danger of bad psycho-tricks.
Messaggio originale di アンジェル:
Messaggio originale di Jas:

I'd argue the much harder difficulty should be rewarded with at least a small XP, gallons or fragments bonus. Right now it can feel deflating to get through a tough mission on Veteran with all stars completed, only to receive zero extra bonus for it.

I get that personal accomplishment is a thing, but it'd be nice if the game also acknowledged your skill in some way - even if it was just a 5-10% bonus. It'd be psychological incentive more than anything.

It would throw the established balancing overboard. Basically the higher difficulties are more difficult, not just because of the enemies' stats, but also due to the limited resources you have to manage.

I know what you mean, psychology-wise. But considering that we should celebrate the game for eliminating FOMO elements / false dopamin rewards. The way the game is designed makes it one of the very few games suitable for children to enjoy without the danger of bad psycho-tricks.

I don't see how an extra 5% (or even less) reward would throw off the balancing. This is especially true because the missions themselves are more difficult on Veteran, so a very slight increase in resources would simply keep you ticking along.

Also, the game already uses established dopamine tricks and gaming reward psychology (you essentially open blind boxes after missions) regardless of what difficulty you play. So a very small added bonus for finishing tough missions on Veteran, wouldn't change that. This minor tweak won't suddenly transform Heist 2 into dopamine chasing nightmare.
Messaggio originale di Jas:
Messaggio originale di アンジェル:

It would throw the established balancing overboard. Basically the higher difficulties are more difficult, not just because of the enemies' stats, but also due to the limited resources you have to manage.

I know what you mean, psychology-wise. But considering that we should celebrate the game for eliminating FOMO elements / false dopamin rewards. The way the game is designed makes it one of the very few games suitable for children to enjoy without the danger of bad psycho-tricks.

I don't see how an extra 5% (or even less) reward would throw off the balancing. This is especially true because the missions themselves are more difficult on Veteran, so a very slight increase in resources would simply keep you ticking along.

Also, the game already uses established dopamine tricks and gaming reward psychology (you essentially open blind boxes after missions) regardless of what difficulty you play. So a very small added bonus for finishing tough missions on Veteran, wouldn't change that. This minor tweak won't suddenly transform Heist 2 into dopamine chasing nightmare.

You describing a "dopamine chasing nightmare" by wanting an incentive to play the game in higher difficulty. It is best with no incentive at all, but the will to challenge oneself with higher difficulty.
Messaggio originale di アンジェル:
Messaggio originale di Jas:

I don't see how an extra 5% (or even less) reward would throw off the balancing. This is especially true because the missions themselves are more difficult on Veteran, so a very slight increase in resources would simply keep you ticking along.

Also, the game already uses established dopamine tricks and gaming reward psychology (you essentially open blind boxes after missions) regardless of what difficulty you play. So a very small added bonus for finishing tough missions on Veteran, wouldn't change that. This minor tweak won't suddenly transform Heist 2 into dopamine chasing nightmare.

You describing a "dopamine chasing nightmare" by wanting an incentive to play the game in higher difficulty. It is best with no incentive at all, but the will to challenge oneself with higher difficulty.

Both things are true for me. I want the challenge and satisfaction of clearing missions on Veteran + a very small bonus for doing so. Challenge + tangible reward is a good combo.
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