Oliwhere
Refugee
With the current exponential progression in attribute costs on top of an exponential progression in the XP cost per level it seems to me that the advance in the skill tree will come to a creeping halt well before the maximum level of 300:
A player at level 250 might eventualy want to improve a side skill from 4/5 to 5/5 at that point.
This probably means he will need to raise the attribute from 8 to 10 and then buy the actual perk - totaling to 4+5+1 = 10 level ups.
10 levels at this point equal to roughly 4 million XP. If I guestimate the average XP per zombie kill at 800 XP (mix of normal and high level zombies) this equates to roughly 5000 zombie kills.
My current character level 175 after ~100 hours of play time has 4800 kills - so i do not see this as a viable option to progress further.
All other XP sources being weaker means that they are even less viable. The only remaining option I see are the 'animal' quests (which have perk rewards), but these are rare and very much RNG dependant.
Possible workarounds I see are the following:
1. Lower experience_multiplier from 1.0149 to 1.01 or lower, making the XP/level viable up to 300
2. Decyaing attribute costs: Have the higher attribute costs decay as the player progresses in level as their main purpose seems to be tailored around early / mid game.
This would also add an interesting twist that you can head for high level perks at a high cost or decide to be patient at be rewarded with lower attribute costs.
In my game I edited the attribute costs to be all 1 at level 100 - seems to work faily well and I hope not to get stuck in the progression as I continue to play this character.
Would be interesting to hear what others think or actually have experienced at these high levels.
A player at level 250 might eventualy want to improve a side skill from 4/5 to 5/5 at that point.
This probably means he will need to raise the attribute from 8 to 10 and then buy the actual perk - totaling to 4+5+1 = 10 level ups.
10 levels at this point equal to roughly 4 million XP. If I guestimate the average XP per zombie kill at 800 XP (mix of normal and high level zombies) this equates to roughly 5000 zombie kills.
My current character level 175 after ~100 hours of play time has 4800 kills - so i do not see this as a viable option to progress further.
All other XP sources being weaker means that they are even less viable. The only remaining option I see are the 'animal' quests (which have perk rewards), but these are rare and very much RNG dependant.
Possible workarounds I see are the following:
1. Lower experience_multiplier from 1.0149 to 1.01 or lower, making the XP/level viable up to 300
2. Decyaing attribute costs: Have the higher attribute costs decay as the player progresses in level as their main purpose seems to be tailored around early / mid game.
This would also add an interesting twist that you can head for high level perks at a high cost or decide to be patient at be rewarded with lower attribute costs.
In my game I edited the attribute costs to be all 1 at level 100 - seems to work faily well and I hope not to get stuck in the progression as I continue to play this character.
Would be interesting to hear what others think or actually have experienced at these high levels.