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Rapporter et problem med oversettelse
For most weapons - absolutely yes, but this needs to be looked at in specific examples.
That is, in fact, there are no problems in the config, and this is the most balanced config possible in terms of gaining experience, the only thing that can be questioned is the stats. What is currently in the mod by default allows you to use any weapon at any stage of the game, with any level of the weapon itself. This also solves the problem when at the end of Calamity you had to spend 5 minutes to improve the weapon to level 100. Now it is harder to do, but you will not get 100 damage when there are 2000, but you will double the damage. From any side, it is a completely ultimate solution, which is why I added it.
The mod currently works in such a way that you get experience not for dealing damage, but for killing. The number of enemies in the terrarium is limited. Enemies become more difficult over time. That's why I made it so that experience is given only for killing enemies. As a result, we solve 2 problems at once: now beginner weapons and end-game weapons improve equally quickly, and now you will have fewer reasons to take a new weapon and abandon the old one. What does the second mean? There is no complication in the formula. Previously, you knew that for 1 additional level you would have to spend more time than on a new one, which would reach the same level faster. It turned out that you were replacing the old one, which takes a long time to improve, with a new one, which is stronger and which you will improve faster. The lack of complication now makes this pointless. Even if you have a level 100 weapon, you will improve it as quickly as a new one, so you will not abandon it.
The mod usually worked like this: you have 1000 exp, you get a difficulty like +250 every level, and you get 1 exp per hit and 5% of your damage, and the balance was like "the stronger your weapon is, the less you'll feel the difference from upgrading it", and in most cases it worked fine, but there were exceptions that made some weapons incredibly strong. Use percentage damage - only strong dps weapons will make sense. Use damage per hit - only fast weapons will make sense. What about the rest? So I changed the system.
PS: I am currently using a preset i am pretty okay-ish with. Might change it a little but other than that i think its fairly balanced ish but might be missing some rebalances.
Perhaps you'd be interested in copying my loadout as a reference for *if* you decide to do my suggestion?
I was going to say more, but I lost my train of thought.
I hope you find this constructive criticism/suggestion helpful! I really hope there can be a preset profile option with maybe one or three presets that are handmade by you and/or the community.
Frankly, that was quite annoying to me! (I didn't realize it for a while, and in the middle of gameplay, I was asking myself, "Why aren't I getting XP from hitting a lot with my weapons on damage sponges like The Destroyer?")
Another thing is that the whole "Exp Getting" and "Complication" (two of the most important sectors, in my opinion) are largely empty with no real preset—again reinforcing that "D.I.Y" feel.
You see, the original preset it came with feels quite empty and unfinished (sorry!).
(Although I'm pretty sure that is the intention, as I think you're supposed to DIY the settings yourself anyway.)
So attempting to create an actually balanced preset on the go is quite the challenge for me, as I wasn't exactly expecting the preset to be quite "empty" at the very least. However, it is kinda fun to experiment around, though!
I use this mod to be able to upgrade some specific weapons I originally really liked/didn't wanna throw away (eg; wulfrum prosthetic, midas prime and whatnot), and this mod has been an absolute dream!
So, I have been trying to find some sort of guide online for a balancing preset of sorts, but there doesn't seem to be any unfortunately!