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Pann

Dev Diary: The Leveling Experience

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In addition to the current methods of gaining XP, 5.110 introduces two new sources: Harvesting and Crafting. 

Harvesting - Whenever you harvest a resource node, you’ll receive XP when the node is destroyed. This includes group harvesting, so long as you’re close enough to the group member doing the harvesting. The diminishing returns are the same as with NPC mob ranks. 

Crafting - When crafting, XP will be awarded when you successfully craft an item. The diminishing returns for this activity are the same as with the Sacrifice System. 

As before, you’ll want to move up to more challenging world areas to pursue higher-level Harvesting and Crafting endeavors to make the most of your efforts. This means traveling from the relative security of God’s Reach, with its plentiful but humble resources, to The Infected, the intermediate world where PVP is possible but looting fellow players is not, and graduating to the Campaign Worlds where the best possible resources may be attained if you’re brave enough to risk the potential of encountering enemy factions as you’re gathering. 

This is a change in the right direction,more options for more personalities. Now add sacrificing old vessels upon creation of a new 1 to ease the /step up! (even though it is pretty ez to level higher vessels) its not every'1s cup of tea though.

 

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At current rate of dev diary info, assuming you want to post them before test release, would put 5.110 at least 3 more weeks away. 

Also, xp wise is a R10 NPC = R10 harvest node? Not sure what the crafting equivalent is to R10

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While these changes make sense from a gameplay perspective, leveling is so easy that it really doesn't matter. What's more important IMO is making sure that the sacrifice UI is more user friendly. We should be able to put enough items into the brazier to gain multiple levels at the same time without losing XP. The current UI with lost XP and having to do each level separately is just tedious.

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7 minutes ago, blazzen said:

Will XP carry over to the next level when sacrificing an item that is worth more XP than you need to get to the next level or does it still "waste" that extra XP? 

It still doesn't carry over. 


Valerie "Pann" Massey, Director of Community
 

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17 minutes ago, Spunky said:

The Infected

that's not in the game anymore.  Hasn't been for a few years.  


40 minutes ago, Andius said:

W/HoA were held up as like these mystical forces of highly skilled players with legendary theorycrafters chained to a desk in some deep dungeon holding all the arcane secrets we could use to win if only we knew them.

wiDfyPp.png

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@Pann can we assume - as long as there is a new dev diary announced we won´t see it on TEST/LIVE? might be obvious or might be foolish, but maybe i get an answer ;)

Edited by Surelia

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Harvesting - Whenever you harvest a resource node, you’ll receive XP when the node is destroyed. This includes group harvesting, so long as you’re close enough to the group member doing the harvesting. The diminishing returns are the same as with NPC mob ranks. 

Crafting - When crafting, XP will be awarded when you successfully craft an item. The diminishing returns for this activity are the same as with the Sacrifice System. 

 

Too bad you can't harvest or craft poorly made socks until you level to get the disciplines needed to be effective at it as well as passive training to be able to craft anything worth XP at higher levels. It's like the chicken and the egg.

 

Who's gonna waste high quality resources at low skill level to just level? As this change brings other means of leveling which is nice, I don't know how many people will actually utilize it.

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2 minutes ago, yianni said:

Harvesting - Whenever you harvest a resource node, you’ll receive XP when the node is destroyed. This includes group harvesting, so long as you’re close enough to the group member doing the harvesting. The diminishing returns are the same as with NPC mob ranks. 

Crafting - When crafting, XP will be awarded when you successfully craft an item. The diminishing returns for this activity are the same as with the Sacrifice System. 

 

Too bad you can't harvest or craft poorly made socks until you level to get the disciplines needed to be effective at it as well as passive training to be able to craft anything worth XP at higher levels. It's like the chicken and the egg.

 

Who's gonna waste high quality resources at low skill level to just level? As this change brings other means of leveling which is nice, I don't know how many people will actually utilize it.

For the first 15 levels on a white vessel you can potentially level faster by crafting simple bows, etc (for experience) and then sacrificing them (for experience). This is the only direct application of this I can think of in which one would be a sizeable exp boost but it's only guesswork because I have no idea how much EXP they are going to value anything at after the tweaks.

As a passive "get rewarded for doing other things" kind of mechanic I think it's welcome, but, like you said, the vast majority of the game is going to be spent at max level if you're doing it right. Not blowing through high level mats to ding 23. 

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24 minutes ago, mandalore said:

that's not in the game anymore.  Hasn't been for a few years.  

The Infected most certainly is in the game. 

18 minutes ago, Surelia said:

@Pann can we assume - as long as there is a new dev diary announced we won´t see it on TEST/LIVE? might be obvious or might be foolish, but maybe i get an answer ;)

No, the two aren't mutually exclusive. The plan is to continue doing Dev Diaries even after 5.110 is deployed. 

28 minutes ago, Surelia said:

thanks, will it ever? if not there should be at least a hint, better a warning with no further click needed.

There are no immediate plans to change it so that there's a rollover with XP into the next Sacrifice level. 


Valerie "Pann" Massey, Director of Community
 

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