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IMO, someone going out to fight zeds in POIs or in the wasteland take a lot more risks than someone mining or staying at base to grow potatoes. Bottom line, no, not every tasks should be an equal contributor to the survival of the group in a survival situation. Some are doing more, risking more, depending on their talents and/or preferences. Everyone contribute, but not with the same risk.
In my view, more risk should equal more xp. It's called risk vs rewards.
So you should get more xp. But that's just me maybe.
I'll add, but it's based on experience and not on any knowledge of the exact mechanics, that I think builders get less xp in mid to late game and fighting will let you close the gap.
Dealing with zombies is harder than building/digging, and adds a solid resource spending imprint, that is harder to restore unless you're lucky with trader rewards and loot, while builders "crap out" tons of resources and build whatever they want the way they want.
If you get a builder who is enjoying the "soul draining routine" part of building/digging(me) a bit too much, then you'll get someone who gets exp 24/7, non-stop, stockpiling resources and skillpoints.
it would be nice if this were true, but in my experience (almost 800 hours of gameplay over many years, most of which was with my friend in 2p coop and the division of labor as i described in my post) this has not been the case. all he has to do is keep building stuff (pet projects, tunnels connecting the bases etc) and he keeps on generating xp faster than i can possible keep up with despite vastly more risk on my part, way more kills, and vastly more missions (almost to orders of magnitude), to the tune of as i said, 20-30 levels higher than me in the later game.
and re: siege
yes maybe it is primarily the mining and building skew that im seeing here and the rest are more balanced to eachother, but still, there are a lot of time consuming and important things that are not being rewarded with xp, and this could help balance things. i dont want to take away xp that builders get, i just want to ALSO get a fair reward for all the work and time that i put into things.
if this is not something that matters to you, thats great for you, but it doesnt help this discussion at all for those of us that it DOES matter to to just say, "why does this issue matter?" when i made it very clear why it does matter to me. this discussion is not about "does this matter?" it is supposing already that it DOES matter, and then, operating under that proposition, it is about how to fix the issue.
I do think more risk should get more reward in any game, so I would balance it more for kills/POI/Missions if it was my decision to make.
If you have shared exp on and the distance maxed out then the stay at homes will always outlevel the explorers/zombie killers on the team, because the builders are getting all the same kill exp AND the exp they get for building and mining.
You're currently creating your own problem because killing exp is shared but mining and building exp is not.
I don't think there's an up to date version, sadly, but Roland (I think) used to have a mod out which removed exp gain completely - you just level up every day you don't die. That would be perfect for keeping a team's levels in sync, so it might be worth looking if someone's published another version.
this is an interesting question that i kind of intentionally avoided getting into initially because i want to be fair to everyone, and i do believe that the spirit of this kind of game is to encourage people to play the way that they want to, and i dont want to draw distinctions between these playstyles or put strong value statements as to what is better or more helpful than others. it is my belief/opinion that in this kind of sandboxy survival game that people should be able to play as they chose, and be equally rewarded for their time and enjoyment the game.
that said, if we do want to dig into the actual "value" of the contributions, in some ways yes, i do think that i have contributed more purely "essential" aspects to our survival, in that i do all of the missions for dukes and trading, and grow all of the food, and do all of the cooking, and was instrumental in the acquiring of key items that allowed my friend to move to the next levels of technology in his crafting (he could not have done that without my help, or could have but didnt because i did it for him as part of my style of play). that said, i dont want to underplay the value of what he has also contributed. sure we could survive by moving to a new poi every horde night and reinforcing it to hold against the horde as long as possible, but it works much better in our state of the art, kickass horde base that we have designed and refined together over many iterations and games over the years (and that he does 90% of the actual building of, as well as gathering the resources needed for said building and upgrading). not to mention, he keeps us swimming in bullets (even if IM the one who finds all the guns to fire them).
and while in a 2p game (ie no enemy players to steal our stuff) we technically dont need to have a whole separate crafting base (we could just have all that stuff on the ground in a field, or on the roof of a random poi weve claimed for our own use), its NICE to have a cool and fun crafting base, and for both of us, the aesthetics of things matters a lot, and he is instrumental in that with his skills and style of building. he also does most of the maintenance, and i will say its nice to be able to roll into base 6 in-game hours before horde night and not to have to worry that things are ready to go for when the thunder starts rumbling! just as im sure its nice for him to be able to go to the food box and eat whenever he gets hungry without having to worry about taking the time to farm and cook stuff. and i get him sweet guns and stuff, and he makes me sweet tools and stuff. between the two of us we get everything done, fullfill all of the essential and non essential rolls, and we both have fun doing it.
so in this way i DO feel that we are equal contributors to our survival, even if i am the one who is largely taking on more risks. but again that is our chosen way of splitting the labor, and sticking with what we love to do and thus allowing us to get the most of what we want to get out of the game.
we just need to be equally compensated for that work we do, and if this were the case, there would be no complaints at all.
huh, this is actually a very interesting point, and i did not think of that as a possible solution to (and, if not the primary cause, certainly an exacerbation of) the problem. im not sure if it would really fully counterbalance the xp gained from digging all day every day, but yes it IS true that a large part of the xp i gain is through killing zombies, and thus i am adding directly to his xp where as little to nothing he does is adding to mine. the primary exception to this of course, is on horde nights when we are all killing zombies all night long, and this is when it makes the most sense to have shared kill xp so its not a competition of who gets the most kills (especially if many of these kills are actually from the traps).
i love the idea of just gaining xp every day you are alive. this should be part of it too, and if this is the only way to gain xp that does solve the problem in an elegantly simple way. but i do also like getting an xp bump for doing stuff, so maybe its a combination of factors. or maybe they can just put the option in the settings to share all xp, or just kill xp, or no sharing xp, so people can do how they want to?
and my argument is that this should NOT be a factor. that equal time having fun playing the game and contributing should net equal compensation via xp
Having sharing on but a maximum share distance of, say, 100 meters, will give you both. Day to day mission running won't share with the base builder, but horde night exp will share normally as you're fighting in the same place.
Very good points.
Again, I don't have that issue in my own coop games as my friends don't exclusively build/craft/mine from beginning to end. Your suggestion to be equally compensated (xp) for any work done in a team seems reasonable to me.