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As for base rates there's a fair amount of variables depending on the skill, and most things are fairly straight forward for gaining skill. Any in particular giving you trouble?
I mean, running increases running, faster you cover distance the more xp you get.
Higher intelligence, gives a bonus to that xp. Changing the slider to 5.0 will give x5 to what ever your xp ticks are at 1.0
Running is pretty obvious though, as are weapons, driving, motorcycles.
Medical, treating c4 bleeds is the way to go, but you have to recover, can get some minor xp from crafting burn gel also.
Yes, some are straight forward, like running, but I'm more interested in the ones like demo that have multiple gain methods (building, defusing, etc.). Not having any trouble with any, just wondering about the back end details, especially as they change over time, like the loss of XP gain with the practice items or archery gains from targets.
The XP tick rate at 1.0 is what I was curious about. If it's the same for all of them then I can use past rates of increase to make a good estimate of whether and where I want to make an adjustment with test characters. If they're different it would help avoid a lot of trial and error.
They may not have a ready made list, and may not want to give it out even if they do. Some people will take a list like that and turn the game into nothing but skill grinding math, which results in things like people crouch walking into corners. I just thought I'd ask, though.
This.. I really hope this doesn't happen
There needs to be some sort of interupt or counter that stops this behaviour... maybe you can't get more than a certain amount of XP towards a thing in a hour or maybe you need to press a different key to change directions or something.......
Good point marktkm
As for the grinding skills, if you want one to get higher, you want to do it as effectively as possible, or at the very least be making active gains while playing the game regularly.
Regular play is fine for running/endurance/weapons. Engineering on the other hand, super easy to grind with a min/max meta, kinda slow gains for regular gameplay.
To clarify, regular gameplay would be building a base.
Min/max meta would be chainsawing trees into planks, adding planks to single doorframe BP (needs a flag) until basic, adding planks to wheelbarrow BP (no flag) until advanced+
RE loss of xp from practice bombs and archery targets.
Archery targets are now like any other building asset and no longer give weapon xp, I believe this change was intentional. Practice bombs, I believe is a bug, If no longer gaining xp from wire cutting, try crafting the practice boards. I hate the practice boards, other than for a warm up practice session, couldn't do it for 2 hours straight.
RE 1.0 skill multiplier
Every skill is different, many skills having a long list of activities that give differing amounts of xp, with those variables all being adjusted further depending on intelligence and current skill level (none/basic/medium/advanced)
Engineering again, you get some engineering xp for repairing things, shoes, jacket, backpack, armor, guns etc. the amount of xp is different for every item, repairing an M82 gives way more xp than repairing your socks.
Melee xp is somewhat of a per hit xp gain, so 1 tapping a puppet with a katana is a tiny amount of xp, versus crafting a wooden practice sword, and taking many many hits to drop that same puppet.
Archery damage is determined by arrows, so if grinding xp you want wooden arrows, leg shots until puppet is 1 hit from death then headshot to finish for bonus xp.
There are still ways to "AFK level up". I've seen people running around and round and round with for ex the wheelbarrow inside their base and clearly AFK(because I've tried to talk with them).
Still also see people crouch walking into corners and according to what I heard it still gives XP. (also, I highly doubt these people would do all these things if they don't gain any XP for it). I do however wonder how their shoes aren't worn out and they'd get foot abrasions...? (or maybe they do, but not enough I guess)
Make grind, people will find a way to game it and publish ways to beat it.
No one has said they wanted anything removed. I was just curious about the details of the back end values.
Fair enough. And thanks for the response. :)
There is no activity gain from running/crouch walking into things, so you lose constitution instead of gaining it. You could use the same activity check for running/stealth/endurance skills.
You stop pushing a car when you run out of stamina, just add that to wheelbarrow.