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报告翻译问题






Like every month you can level up X amount of time as bonus exp based on your learning stat.
it's definetly not intuitive and the game has lots of weird mechanics that i am currently working on (i'll combine my mods into a single mod with settings soon). For example you can get insane stats on allies by using milk, which you can never catch up in any reasonable time, or just catch high level monsters from the void. The game basically becomes pokemon at some point, where you as a player don't have any impact anymore on the game apart from managing.
I've already made a mod that buffs anatomy, it was also kinda useless skill. The next mod will increase combat experience depending on the training dummy quality.
The old system seems to be designed as a form of gatekeeping exp so you have to resort to crafting extremely high level food stats to buff potentials so high it keeps the values valid or 'whole' numbers.
Like if you only gain 0.1 late game, you'd need 1000% potential to force it to 1.
depends, vanilla still uses propability, long term this would converge to around the same speed. The thing is, when you use more notifications, the experience gain feels odd because you sometimes gain lots of experience and sometimes none at all.
The mod does this, vanilla uses propabilities. I replaced the propabilities with a buffer that stores experience as a double and the real exp value only increases when the double reaches the full threshold.
basically when you gain 1.5 exp, you gain 1exp and 0.5 are stores, if you gain another 1.5 exp, you will get 1.5 + 0.5 exp
What if you use a buffered value system, so instead of the values lower than 1 being thrown away, it gets buffered and stored somewhere and is combined with other values less than 1, thus instead of half the time the value is thrown away and deleted, you keep it but gain it slowly.
Like if you earn 0.2 exp per action at high levels, instead of a % chance to earn "1" or "0", it stores the 0.2 and waits for you to do 4 more actions of 0.2, to make it into a "1".
EXP to next level is always 1000, and only the exp you gain gets lower and lower the more levels you have.
Is the max EXP needed always the same and the dev basically reduced EXP earned instead of increasing the threshold of EXP needed?
If you do that, grinding levels will be "very easy" late game by just afk punching the training dummy. at around level 25-35 of you combat stats you will be below 1 exp gained and if you always gain 1 exp, you will then level at the same speed all the time.
This means instead of rounding, EXP gain is always at least 1 point or 1.0, never 0.