Experience Points, Player Level Progression and Tech Trees

Discussion in 'FAQ & Feedback' started by EleonGameStudios, Oct 31, 2015.

  1. Eviscerator

    Eviscerator Commander

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    Well, I see their point. Players are the most challenging foes on Akua, and should be worth the most XP.
     
    #301
  2. Alchimeriste

    Alchimeriste Commander

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    Rather, it is so easy to kill anyone it should win anything. What experience learned from the murder, especially traitor : nothing.
    In your opinion Einstein would have done better to kill lots of people rather than studies :rolleyes:
     
    #302
  3. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    Just two things:
    - Multiplayer will change (PvP/PvE/Ownership module)
    - Techtree will change (as of now, that's just a prototype filled with placeholders)

    :)
     
    #303
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  4. Otterbear

    Otterbear Commander

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    My thoughts on adding Leveling up to this already pretty hard game...just for fun.

     
    #304
  5. Alo

    Alo Captain

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    Now go to a server and do it there. Even more fun ;)
     
    #305
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  6. Eviscerator

    Eviscerator Commander

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    Einstein wasn't playing a game that's an abstraction of reality. Don't apply game theory to real life, it just makes you look like an idiot. Especially when you're trying to ascribe words to me that I never typed. That makes you look like a malicious idiot.
     
    #306
  7. Otterbear

    Otterbear Commander

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    Tried it a few days ago. It was a lot easier to "level-up" with one person doing the shooting and the other doing the repair. ;) It still took about 30 mins though. There is supposed to be a "hack" although I've yet to find it.
     
    #307
  8. Muffinman

    Muffinman Commander

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    Repeatedly repair and dismantle the alien core ;)
     
    #308
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  9. LiftPizzas

    LiftPizzas Rear Admiral

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    There's no potion for Looting III, or plenty of the other enchants.

    The point is that the XP in minecraft is totally an abstract number that's used to enhance aspects of the gameplay (gear/abilities) that do not depend on the way it is gathered. (Not that this makes it ok for a game set in the real world to use the same system as a fantasy-based game. I like both MC and Empyrion but for different reasons.)
     
    #309
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  10. Otterbear

    Otterbear Commander

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    Yea, thats what we did...for 30mins.
     
    #310
  11. Alchimeriste

    Alchimeriste Commander

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    You are a very big f* idiot : all survivals want to be a little bit near reality, idot.
     
    #311
  12. Alo

    Alo Captain

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    @Alchimeriste and @Eviscerator

    You're both acting somewhat immature, calling names and throwing curse words around.

    If you want to discuss something; do NOT make it personal. Regardless of how right you are.

    So please act a bit more mature and don't make lower yourself to namecalling and cursing.

    It doesn't help anyone and I'm sure the admins don't enjoy it either.
     
    #312
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  13. Alchimeriste

    Alchimeriste Commander

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    Oh sure, and excuse me, I must admit I get carried away when I meet people insulting
     
    #313
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  14. Muffinman

    Muffinman Commander

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    The lack of potion for certain enchants thing is a design choice I think. But I agree, the XP there is like a piggy bank. Sock away some of your time equivalents to gamble on something nice.
     
    #314
  15. Eviscerator

    Eviscerator Commander

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    At what point did I argue that? I said not to apply game theory to real life, not that the game shouldn't be real life. He was acting the fool.

    Also, near reality, in a game with FTL, alien beasts, antigravity/gravity generators...need I go on? Chill.
     
    #315
  16. LiftPizzas

    LiftPizzas Rear Admiral

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    Try this instead::)
     
    #316
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  17. Otterbear

    Otterbear Commander

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    Thank You LiftPizzas!
     
    #317
  18. Alchimeriste

    Alchimeriste Commander

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    I do not know - I dont believe - if you read my answer but I want to give my opinion of course without considering any of the above messages. I must to tell you before, I like your survival Sci-Fi concept.

    What do you think about the current system?

    Really bad. Nothing is to keep.
    EGS is not a Japanese RPG, I do not understand that this promising game does not stand out from the usual games. Part of your audience is aged, some would like a more comprehensive and less carricatural system.

    If you want to make this a survival game for childs and teenagers accustomed to short-range game this system is well done.

    Take example on real good games - not on actual RPG system for newb :
    • Robinson Requiem, the first real survival Sci-Fi [with crash on planet populated with dinosaures and drones ] didnt need of experience points, simply because the survival skills can not be quantified in XP : the player gain IRL a real XP not the character.
    • If you insist, made with a real desire without sabotaging the work. Look at the functioning of cults and subtle games like Deus Ex, the first. This FPS RPG Sci-Fi knew exploit the principle of evolution and customization of the character without stupids XP points acquired anyhow.
    • You sold this game by claiming that it would be close to the simulation, even when you want to install a close role playing system, look how Fallout - not the WTF last dung - exploit G.U.R.P.S. the XP system or see games like Morrowind if you know it..and if you want to keep this RPG system.

    What could be improved?

    Actually, Nothing is to keep.
    What does this charade : learning to manufacture a mother ship reactor by picking plants.. W T F ..... WTF Its a bad joke. A really bad bad bad joke.

    Is level progress too fast / slow?

    Too fast.
    I think it would 1 million year for my character becomes a scientist by picking plants.

    Tech tree and unlock points?

    Incomprehensible.
    I do not understand that the character must learn to create a flashlight and at the same time learn to make an aeronautical reactor.
    You have taken drugs, this is certain....

    Other feedback?

    You have a nice concept, the potential but you have to be young DEVs, you get distracted by the sirens of the usual AAA.
    Objectively, you must start over on this XP system.

    Take your mind, be creative : C . R . E . A . T . I . V . E
    Do not copy errors of too many games. Do not fall into the facility.
     
    #318
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  19. MechPilot524

    MechPilot524 Captain

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    - What do you think about the current system?
    I don't object quite so heavily to the existing tech trees. However, I think that many of the components ought to be rearranged, and sources of experience gained should be adjusted.

    - What could be improved?
    I agree with Alch that the progression system could be a little more... deep. Right now, it's fairly shallow, as you can earn anything by doing anything. I think perhaps a good system would be having multiple attributes that are built based on what you do, with a little overlap/bleed-over. For instance, if you're quick to build your base, you mostly get Engineering points. If you're a scavenger or plant farmer, you can get Naturalist points. If you're a shoot-em-up guy, you can get Hunter points. Every unlock in the game, based on tech trees or even a Civilizations: Beyond Earth style tech web, will cost X Engineering points, Y Naturalist points, and Z Hunter points. For instance, weapons would require some mix of Engineering and Hunter points. Turrets would cost some Hunter points, but mostly Engineering points. Plant growing platforms and lights would cost a mix of Engineering and Naturalist points. This would effectively remove the level system, but all the level system does is unlock stuff anyway.

    - Is level progress too fast / slow?
    I wouldn't say the level progress is too fast or too slow, it's just that unlocking some things is happening too early. For example, if I'm correct the one point of getting to level 20 is the Laser Rifle, which seems like a pretty good weapon but I feel like there should be more things pushed back. For example, CV parts. Who needs CV equipment at level 5? CVs always seemed pretty endgame to me anyway, so maybe they could start being unlocked at level 13 or so. Some crucial parts such as the Oxygen Station and Water Generator could be moved up in the tree.

    - Tech tree and unlock points?
    Right now, some sources of unlock points could be created. There should be some reward for killing things with vehicles and turrets, even if at a lower rate than doing it yourself.

    - Other feedback?
    Even though there is significant room for improvement, I don't absolutely hate the current system and I would be just fine with it staying in the game.
     
    #319
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  20. Nedrith

    Nedrith Lieutenant

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    - What do you think about the current system?

    It's way too generic.
    - What could be improved?
    Various POIs could have items that could be researched to get extra exp. Exp from one task could be different than a completely different task(building ships will make you able to build different kinds of ships while fighting will allow you to get different forms of weapons. ) Exp bonus from doing something new for the first time(The first alien core destroyed, The first trip to a new planet, ect). Exp limits from attacking various items to prevent exploits such as destroying something and having someone else repair it.
    Stat unlocks, More max health, stamina, and food.

    - Is level progress too fast / slow?
    So far I would say it's at the correct rate but still in need of a large overhaul. Certain things give too much exp, such as harvesting plants. 200 exp everytime my plant grows up and I harvest it? I get what 500 for destroying a drone. 20 exp would be a better number for harvesting a plant on a grow pad, possibly even 10. Of course seperating the two exp types would be even better.
    - Tech tree and unlock points?
    As long as when I'm maxed out it's possible to get everything then it's fine as far as unlock points, Tech Tree some things are misplaced, CV is honestly too early, while the medical station is too late, need respawn point setting faster, though even that isn't much of an issue.
    - Other feedback?
    In it's current state I'm not a huge fan of it, way too open to exploits, way too generic, and it's just extra buttons to press.
     
    #320
    Last edited: Dec 2, 2015

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