PC A17.1: "For builders, we have bolstered XP for harvesting and mining substantially"

Once you get to the mid game with max strength and picks with full mods.. you 3 hit rocks and 4 hit iron nodes. You get a holy crapload of exp very quickly.. on par and beyond the zombie killing in a house.
And that is for normal A17.. if they bump it in 17.1 that is going to be nuts!
Just to clarify, they did buff it in 17.1. I am on experimental and playing it now. As the patch notes say, they buffed it "considerably".

 
Do not put points in Miner69er. It decreases your yield (and XP), giving the effect you described. I believe this is a bug as the skill is basically useless / detrimental. I reported it several builds ago.
That depends on what your goals are. You get less per boulder, but if you dig underground, the more important value is yield (resources and xp) per minute. And yield per minute is probably relatively independent of miner69er. You still have a the disadvantage that a vein gives less resources though.

miner69er is good for scavengers who want to open safes. It is also good for miners who want to build underground roads or big caverns.

 
Item Quality: It makes a huge difference once you have your gun completely finished. In A16 you could assemble one part and it would look like the gun it would become but it wouldn’t work. It would only shoot once you had all five parts in their slots. The only difference with A17 is that you can use your gun at a weak level while you work on completing it. But if you want it to be like A16 just don’t use your gun until all mod slots are filled just the same way it was in A16.
There is only this one problem with your analysis here. In A16 you get all your gun parts together pretty quicky, non matter how ♥♥♥♥ty the quality it has. In A17 it is not as easy to get a purple gun that can fit in 5 parts. So if someone are to follow your approach here he will have no guns for use until mid/late game.

P.S: I can go with either system. I think both system are interesting and fun. May be the two system can be combined in the future. Make it so that guns have 5 parts(quality, which affect damage, durability and mod slot), and 5 slots for functional mods (scope, red dot, handling etc). More parts that leads to perfection surly helps to extend the life of end game.

 
There is only this one problem with your analysis here. In A16 you get all your gun parts together pretty quicky, non matter how ♥♥♥♥ty the quality it has. In A17 it is not as easy to get a purple gun that can fit in 5 parts. So if someone are to follow your approach here he will have no guns for use until mid/late game.
P.S: I can go with either system. I think both system are interesting and fun. May be the two system can be combined in the future. Make it so that guns have 5 parts(quality, which affect damage, durability and mod slot), and 5 slots for functional mods (scope, red dot, handling etc). More parts that leads to perfection surly helps to extend the life of end game.
Actually, I had a tough time ever completing a gun in A16 solo except for the occasional sawed-off. Even with friends it was no cakewalk: receivers were quite rare and I think out of three co-op campaigns we managed to build one 44. magnum. In A16 both long barreled and sawed-off shotguns used the same receivers. They could have extended this system with the "mods" simply being different versions of barrels, receivers, triggers, scopes, etc...just like in RL. Most guns you'd have come across would have been of a standard configuration but occasionally you might have found a shotgun with a folding stock, or a pistol with red dot, and so on. Almost every other game with modular weapons uses this system because its realistic and relatively simple to code. Honestly, I don't see why they didn't do this - its such an obvious way forward as opposed to an entirely new setup.

 
Am I the only guy who enjoy mining underground for 3~4 game day straight?There is this odd satisfying feel when I progressively build up wealth in terms of all the material I mined. And the massive cave system that I dig out will eventually become the coolest thing in a 20~40 hrs long game.
No my husband loves it too. The funny thing is he's a twitch streamer (usually streams Elite Dangerous), so I said to him "Please don't stream 7DtD, because your viewers will fall into a coma watching you mine rocks all day" :)

Funny how we all find pleasure in different things.

 
I find underground mining extremely relaxing.

Give me food, drink, some wood for struts and support and I won't see any urgency to come back up until I run out of food. ;)

 
I don't know about you, but until I have pink gear and weapons that are chock full of mods, the impending doom of game stage 300 zombies coming feels like I need to keep looting/gathering. And its not fully documented the new threat the AI might pose to bases,muahahahahaaha.
Are you talking about a fat man in a Hawaiian shirt who will scatter and destroy the walls with his body? )

 
Ah ok! So this was the PVP Update then. Sweet. OnlyMeiya will be extremely happy they finally pulled the trigger.
Should I be flattered you mentioned me? :strawberry:

I'm actually really glad that when PVP is mentioned people think of my name.

What really needs to happen is the exp for killing zeds needs to scale up better for the added difficulty of dealing with feral and radiated zeds, mining was never really an issue even before it was buffed and it was infinitely OP in 16.4. Just grab an auger, and go trigger happy, you'd be 200 before you knew it.

I find underground mining extremely relaxing.Give me food, drink, some wood for struts and support and I won't see any urgency to come back up until I run out of food.
For once, and probably only once I can agree with Gazz, mining is very therapeutic.

 
In my experience, the issue only pops up when you play in a co-op group. While the zombie-killer and the miner both get roughly similar XP at late-game (most of us were complaining about early and mid-game, where zombie-killing is infinitely better) the miner does not share their XP with the zombie-killer while the zombie-killer is sharing theirs. The miner will thus always outlevel the zombie-killer because they're getting XP that is not being shared even if the miner is getting less XP for mining than the zombie-killer is for killing zombies. The solution is simple enough - Allow all XP gains to be shared the way zombie-killing XP is.
Or just turn off map wide xp share and leave it on the base radius that's stupid and broke as ♥♥♥♥ anyway. Realistically why would something u do 2 towns over make me all at once better? I'm glad they fixed this I might actually go back and play it some now it was trash when this update first launched was a total ♥♥♥♥ u to builders
 
I think they went the wrong way about this. People want XP badly because early game is severely lacking. I find that once I get iron tools and some basic workstations around lvl 60, I stop farming XP and start playing normally.
Early game needs some more options, right now there are very few things you can do that aren't tedious.
^ this - though not to 60. I really do try and level till forge and iron.

There is something to be said about how the opening of the game really is slow and that makes it tedious. Perhaps we did not need the devs to force stone tools for so long as much as we might need something between stone - pitifully slow and feels pointless - and Iron when you are now able to actually collect resources.

 
Back
Top