PC Building gives way too much EXP

Why is it important to you to be at the same level? Is that the basis of some agreed upon competition? If you enjoy killing zombies and are doing that because you like it and he is building because he likes that is your enjoyment of your chosen activities tarnished because he is level 140 and you are level 120?


Because being a lower GS means you have had fewer skill points to spend.  You're not as efficient at killing zeds when you do want to go run a POI together.  You're at a lower GS so you keep getting lower quality loot.  Being at the same GS not in and of itself a goal, but it affects stuff that you encounter and experience in the game.

 
My friend and I are late in the game, gear is kind of maxed out and we've got tons of ressources ahead. He's leveling now faster as he's only building stuff and I've got hard time to catch him up in levels since I'm only doing missions and killings. So what's the point now? Should I stop and only build stuff to catch him up since missions and killing gain slower experience than only building.

In a varied leveling-styles given map, I still believe building-exp should be nerfed a bit compared to killing zombies.
Why do you have to catch up to him? If you're playing together, one player being higher level than the other shouldn't matter a bit.

If it's such a big deal for you, why don't you just switch off? He builds for 3 days while you go questing, then you build for 3 days while he goes questing...or, I dunno, maybe spend a few days building together then a few days questing together...

There are a lot of solutions to your "problem" (not really a problem) instead of coming in here asking for nerfs.

Because being a lower GS means you have had fewer skill points to spend.  You're not as efficient at killing zeds when you do want to go run a POI together.  You're at a lower GS so you keep getting lower quality loot.  Being at the same GS not in and of itself a goal, but it affects stuff that you encounter and experience in the game.
Seems trivial. If you're in late game decked out in high tier, high quality gear a few skill points here or there is NOT going to make a difference in your killing efficiency. In fact, I would seriously question how you spent your points if you're that far in the game and don't both have your relevant combat skills maxed out.

The GS loot tiers are extremely broad...you're not going to see a significant loot variance unless we're talking about a really huge gap in levels and EVEN IN THAT CASE, if you're level 150 and he's 250, you'll still be able to find the best stuff in the game even if not at exactly the same rate as your friend. ALSO...if you're doing all the looting, what does it matter the alleged quality of his loot that he's not getting while he's leveling super fast by building?

I'm sorry to be so brusque, but your problem is really just not a problem.

 
Because being a lower GS means you have had fewer skill points to spend.  You're not as efficient at killing zeds when you do want to go run a POI together. 
This is not necessarily the case. It depends on how you spend the points. I can be more effective at killing zombies with fewer points if I spend my points just for that.

You're at a lower GS so you keep getting lower quality loot.
Unless you have points in Lucky Looter while the other player has no points in Lucky Looter.

 
xp for upgrading could be adjusted down a bit imo and be just fine. It really is a bit OP in my world right now. I'm at D59 lvl 118 and doing a massive build and getting 2-3 levels a day just from upgrading rebar. It could use a 20% of so nerf. ymmv ofc.

 
xp for upgrading could be adjusted down a bit imo and be just fine. It really is a bit OP in my world right now. I'm at D59 lvl 118 and doing a massive build and getting 2-3 levels a day just from upgrading rebar. It could use a 20% of so nerf. ymmv ofc.
And that's exactly why the game isn't balanced around edge cases...how many players engage in giant builds that would allow 2-3 levels per day?

 
Because being a lower GS means you have had fewer skill points to spend.  You're not as efficient at killing zeds when you do want to go run a POI together.  You're at a lower GS so you keep getting lower quality loot.  Being at the same GS not in and of itself a goal, but it affects stuff that you encounter and experience in the game.
So what? You're getting the gear you are able to find and you're spending skill points as you gain the levels doing what you enjoy doing. Who cares if someone else has spent more skillpoints and can find better loot-- especially if you're teamed up? Nerfing the building XP isn't going to get you to a higher level faster, it's just going to slow down your friend so instead of at least one of you having access to better loot you would both only have access to worse loot. This whole premise should be retitled. I dunno....how about:

The Green-Eyed Monster of 7 Days to Die

Socialism in Navezgane

I Like You Best When I'm Better Than You

Builders Should Be Pansies

There Can Only Be One (to open containers)

 
And that's exactly why the game isn't balanced around edge cases...how many players engage in giant builds that would allow 2-3 levels per day?
Nope but it could become a little more balanced if they nerf building a bit. Not a big deal but hey, small improvements lead to a better overall balanced gameplay.

 
In entityclasses xml

        <passive_effect name="PlayerExpGain" operation="perc_add" value="5" tags="Upgrading"/>

You can change the 5 into a 4 to lower the upgrading XP by 1/6th

 
In entityclasses xml

        <passive_effect name="PlayerExpGain" operation="perc_add" value="5" tags="Upgrading"/>

You can change the 5 into a 4 to lower the upgrading XP by 1/6th
This is awesome.

I can change the 5 to a 500 and upgrade one block to make "remap" games when I want to try different skill sets hahah.

My take on upgrade XP is it is OP early game but balances out middle game.

 
This is awesome.

I can change the 5 to a 500 and upgrade one block to make "remap" games when I want to try different skill sets hahah.

My take on upgrade XP is it is OP early game but balances out middle game.
Just do giveselfxp in the console...much less effort.

 
OP. you have to realize, most people in a group didn't like staying at base and build.  And way back when building and upgrading gave next to no XP - the builders were way behind in levels and ruined Horde night for the others that took off murder hoboing Zombies.  Now that decent XP is given building that our builders stayed and build and build and enjoyed what they liked doing - you want it taken away.  I litterally quit building back a few Alphas... actually refused - there was no XP in it.  It's now just where it needs to be.

 
Roland said:
so instead of at least one of you having access to better loot you would both only have access to worse loot.
I just recently wondered how gamestage in a party affects the loot progression.

So if one player hast GS 20 he can find iron tools, another player has GS 10, he can't find iron tools.

Both are partied up, so party-GS is 28, which would allow both to find iron tools.

But then i guess the individual gamestage is what counts?

On the other hand, if party gamestage counts, the progression would be much much faster... but on the other hands, the threat is also....

(It just came to my mind, because after bloodmoon we looted the loot bags and he didn't get anything usefull, while i grabbed far better stuff, while he was around GS30 and i was ~GS50)

I just came accross that because i have a "solo" game running, but a friend joins that game occasionally. Of course he falls back in gamestage, because he just plays occasionally. But that means, when we go looting, everything he CAN find for me is very outdated? So it would be better he let me do all looting?

Hmm, that's then the first point i don't like about the progression system. It makes coop-playing worse, if not all players play the same amount.

BTW: Building can be managed to close XP-gaps. So basically if someone falls back in level/gamestage, we let him build intentionally to cover up. If said player knows how and what to build, he can do it himself. If not, our builder e.g. places woodframes/rebarframes but let the other player upgrade them. It doesn't need any skills, so everybody can do it.

I also did that in the above szenario with my friend. I let him upgrade blocks to cover up the gap.

 
Last edited by a moderator:
In my group, whoever is behind on experience does the building/upgrading of the base. The buiilding-xp lets them catch up and this gives people an incentive to do it instead of leaving it to others.

That sounds like it's working as intended to me.

 
In my group, whoever is behind on experience does the building/upgrading of the base. The buiilding-xp lets them catch up and this gives people an incentive to do it instead of leaving it to others.

That sounds like it's working as intended to me.
So knowing that is gives more xp is working as intended? Interesting.

 
It's not that upgrading blocks gives more xp. It is that xp from upgrading blocks is not shared.

Depending on your multiplayer exp sharing settings, your builder could be home upgrading blocks getting all that exp for himself, while also sharing the xp that you are getting from killing zombies while questing and clearing pois.

If one or more people don't want to upgrade any blocks to catch up, you can always just reduce shared exp to the minimum or turn it off. That should keep the levels much closer.

When i play multiplayer with my son, we generally take turns being in charge of the base. When we have the mats for a large amount of block upgrades, whoever is behind in exp does the upgrades. As long as you are actually playing coop and working together, it is easy to keep the levels the same +/- 2 levels.

 
I guess I’m a little confused. I was under the impression in A19 that it was the highest gs player in the party that determined shared loot quality so if a gs 10 party member was looting and the highest party member was gs 30, everyone looted at gs 30. Also, if that gs 30 party member was the only player spending points in Lucky Looter, other party members benefited from that players Lucky Looter. Am I wrong with all of this? Can someone explain how this all actually works?

 
I guess I’m a little confused. I was under the impression in A19 that it was the highest gs player in the party that determined shared loot quality so if a gs 10 party member was looting and the highest party member was gs 30, everyone looted at gs 30. Also, if that gs 30 party member was the only player spending points in Lucky Looter, other party members benefited from that players Lucky Looter. Am I wrong with all of this? Can someone explain how this all actually works?
Not sure about whether or not highest GS is used in a party.... but I do know that Lucky Looter only benefits the person who spent points on it.

 
Isn't GS/LS completely dependent on the player that opens the container?
I suspect that is the case, but I've yet to play A19 with a group.... so I figured I'd leave that question to people with more experience in it than I.

 
Back
Top