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Well I would not reccomend the method, but you can put it on and go get beat up wearing it too to lvl it.
In the context of the game.......... if you put all the required materials on the workbench to make armor or a mining helmet and walk away what happens ?
Its magically gets created. We have that advantage over RL as when you put all the mats to make anytihng on your RL workbench and walk away nothing happens. I feel the pimps feel if you want the exp you need to be apart of the creation process............... however long or short that might be.
My sudjestion is to eliminate any exp from the workbench wether you watch it or not and be done with it. I know ARK does it different but thats not very " realistic " or practical imo.
I still find it odd you want exp from this, i can understand making stone axes all night and getting exp cuz those are basic items but armor and gunpowder are more complex imho.
That said, it's time for TFP to introduce assembly lines and an alternate method of leveling Armor Smithing. Or raising the drop rate on armor smithing books back up to A14 levels or better.
And since I just figured out that my Armor Smithing (42) level seems to affect the Combine Items upgrade level, I realized that it'll take upwards of 2 - 3 hours of sitting there to max my iron armor pieces. More solitaire ahead...
The system isn't perfect. Definately needs to change. The being near the work bench and getting some skill points idea is not so bad because you can at least talk to who ever is making the item and they can show you how it's made etc.
Items being crafted in your backpack is a hold over from earlyer Alpha's I'd say and is still around because nothing better has been found yet. I like to think my guy is crafting stuff when down time is happening. Time is after all about 20 times faster in the real game (I play with 1 hr of day cycle).
Perhaps you should get XP from crafting at a work bench if you don't go too far away from it or you collect the stuff in a certain time period after it was crafted?
I've allwayse thought of this game as if I was part of a small group. Things make much more sense then. Like dieing and respawning. That'd just be another one of my village taking over from me.
It uses an old UO style of mechanic (Ultima Online -- really old game). The more you use a skill, the more that specific skill goes up.
What was done with UO was people would setup keyboard macros and playback loops - then leave their chars to 'skill up'. So your char would stand there punching 'something' until you came back and stopped it... Run around in circles, etc. Something similiar was done with old SWG (Star Wars Galaxies)
The crafting in the backpack isn't a holdover - it was put in AFTER the timers were put in.
The timers weren't there early on. Looting was instant, making things was instant, etc. Then timers, then longer timers, then more recipes, then everything broken into more and more pieces... More books, more ... All doorways weren't blocked/partially blocked by stuff you had to chop through to cause noise. No 'heat map' that warmed up as activity was done, etc, etc, etc.
Tons of changes from the early days. Many good (smoothe terrain, zombie movement, stealth, etc.), some (like the crafting quality and crafting skill) not so well received being as it really does look like nothing more than time-sink and 'ancient' style "keep crafting until your mind-numb" -- hell you can't even just go AFK doing 100+ via material supplies. You've got to empty your inventory as you go or it stops.
What skills cant be leveled up any other way besides the workbench ?
EDIT: Ive never gotten 1 exp point from statring at the workbench and all my skills are near the top so im having a very hard time understanding what all the fuss is about : (
I don't believe they are.
If it's just speeding up various things - check the Progression.XML file if playing solo. That has all the progression settings/info in it. It's in the (game-location)\Data\Config directory.