Elin
Experience Fix
16 条留言
Kai 12 月 19 日 上午 10:36 
You could look into daily or monthly training bonuses since the game tracks daily and monthly period for taxes and such...

Like every month you can level up X amount of time as bonus exp based on your learning stat.
Extinction  [作者] 12 月 19 日 上午 6:23 
@Kai

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.
Kai 12 月 18 日 下午 9:49 
Well if it's the same pace it's still better than growth slowing to a crawl, because in any RPGs it's not very good for players to feel like they are not progressing.

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.
Extinction  [作者] 12 月 18 日 下午 9:45 
@Kai

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.
Kai 12 月 18 日 下午 9:43 
Ah that makes sense, so leveling would be vastly faster with the mod then.
Extinction  [作者] 12 月 18 日 下午 9:43 
And no, the whole system runs through a unified system which i patched. There is a single method responsible for managing experience gain called "modexp"
Kai 12 月 18 日 下午 9:43 
I'm also guessing this applies to leveling attributes then, which explains why my character's stats goes up so slowly even when attempting to eat STR food a lot, the potential just goes up more than the actual main value.
Extinction  [作者] 12 月 18 日 下午 9:42 
@Kai

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
Kai 12 月 18 日 下午 9:42 
The problem with the buffered system is that you'd have to code in all the EXP sources to use it then, as there are a ton of skills and attributes and such that gains EXP over time... For all NPCs and such too.
Kai 12 月 18 日 下午 9:40 
So basically, at high levels the exp per action is below the value of "1", resulting in probability being rolled instead to determine if you earned that 1 or not, based on the 'difficulty' value which is your skill level. The higher the skill level, the worse the chances.

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".
Extinction  [作者] 12 月 18 日 下午 9:34 
@Kai

EXP to next level is always 1000, and only the exp you gain gets lower and lower the more levels you have.
Kai 12 月 18 日 下午 9:32 
This means you always need 100 exp to level up a skill by one point? It's that simplified?
Kai 12 月 18 日 下午 9:31 
How much EXP do you need late game anyways to level one skill up once? Like say 99 to 100?

Is the max EXP needed always the same and the dev basically reduced EXP earned instead of increasing the threshold of EXP needed?
Extinction  [作者] 12 月 18 日 下午 9:30 
@Kai
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.
Kai 12 月 18 日 下午 9:25 
By adding a if statement before apply the EXP, you can check if the value is lower than 1, if so apply "1" instead.
Kai 12 月 18 日 下午 9:23 
What if you have 100% chance to always earn at least minimal exp?

This means instead of rounding, EXP gain is always at least 1 point or 1.0, never 0.