Level cap increase

With the skill tree redo. It appears that about another 60 som levels are needed to max out all the skills. Are we looking at raising the level cap?
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Or could we add a prestige system where you buff a state 0.1 percent per prestige level earned once level maxed. That would reward constant players on a server with some serious buffs over time...
 
In favor for increasing the level cap. Hardly anybody reaches lvl 300 anyway and most will start a new world before so let the sweats hit 400 if they want.
 
If PC you would have the option to modify progression.xml where the max level is defined:

Code:
<progression>
<set xpath="/progression/level/@max_level">360</set>
</progression>
 
Is this a code for a mod?

Yes, if you were making a modlet, that would go into a progression.xml file. Put that file in the right directory structure and add a ModInfo.xml and you'd have a modlet.

You could basically mimic a modlet I use when playtesting my own work, which you can examine on GitHub, here:
 
Yes, if you were making a modlet, that would go into a progression.xml file. Put that file in the right directory structure and add a ModInfo.xml and you'd have a modlet.

You could basically mimic a modlet I use when playtesting my own work, which you can examine on GitHub, here:
Thank you. It's time to start writing my own mods, but I just don't have enough time to figure it all out. Usually I just edit the XML. But when I update, all the edits disappear.
 
It's time to start writing my own mods, but I just don't have enough time to figure it all out. Usually I just edit the XML. But when I update, all the edits disappear.

If you're comfortable editing XML, then your next step is to play with XPATH. For instance...

Code:
<set xpath="/progression/level/@max_level">360</set>

... when I put that into a file called progression.xml in a Config folder within the modlet's folder, the game know to look for XPATH instructions and apply those changes to the game's XML files. So, instead of you modifying the XML by hand, you're telling the game's XPATH engine what changes to apply every time you launch a local game server to play (play solo).

To follow along with that XPATH, it says "SET" ... okay, we're going to be changing an existing value. The value can be found at what's specified in the xpath tag. So it starts following that chain. There will be a "progression" tag. Within that, there will be a "level" tag. Within that tag there will be a "max_level" attribute (@ sign signals attribute) ... and change the value of that attribute to 360.

Here's the original XML from progression.xml:

Code:
<progression>
    <level max_level="300" exp_to_level="10000" experience_multiplier="1.05" skill_points_per_level="1" clamp_exp_cost_at_level="60">
    </level>

There's a really good set of XPATH examples for 7d2d here:

After that, it's really just a matter of being able to assemble a modlet, which is a folder structure like this:

Code:
ModName/
    Config/
        progression.xml
    ModInfo.XML

Obviously, some modlets are more involved and have more files in the Config folder. If they are delivering custom assets (like images, 3D models, or C# code) then there are more folders. If they're delivering custom POIs then there are more folders.

The neat thing about modlets are you can take them apart and learn from them.
 
With the skill tree redo. It appears that about another 60 som levels are needed to max out all the skills. Are we looking at raising the level cap?
Post automatically merged:

Or could we add a prestige system where you buff a state 0.1 percent per prestige level earned once level maxed. That would reward constant players on a server with some serious buffs over time...
I agree, and also increase the tier on buildings and weapons. I mean it can't just stop at tier 6 and that's it, it's gotta go up to 10. Tier 10 weapons with more damage to compensate for the blue and red/orange zombies. I was on my friend's game and I was attacked by a green zombie for the first time on the 2.0 server, after triggering the car alarm on the police car, I noticed that the green zombie was way more of a bullet sponge than on update 1.4. I finally killed it on the 4th pistol clip with my tier 3 pistol.
 
I don't know. I fought using my spear and have killed all levels if zombies easily. Only bears and dire wolves are any actually challenge. Sure, you might need an extra hit or two with a weapon that is appropriate for what you are fighting and that you are perked into, not that isn't really bad. I wouldn't even consider the radiated to be bullet sponges. I can kill them in only a few headshots with my spear.

If anything feels a bit more tanky, it is the mutated zombie. That one seems to take more hits than normal.
 
I agree, and also increase the tier on buildings and weapons. I mean it can't just stop at tier 6 and that's it, it's gotta go up to 10.

The game has up to Tier 5 POIs, but you can get +1 bonus for an Infestation quest for Tier 6. Are you advocating for 4 more POI Tiers or are you including the biome "skulls" in there, so +3 for Wasteland, or do you want to rescale existing POIs across more tiers, so the current tier 5 becomes tier 9?

Personally, making a Tier 5 POIs is already a large undertaking. I shudder to think of designing bigger/tougher POIs.

Instread, perhaps you're talking about a rescaling of existing POIs, existing Tier 5's would become Tier 9's and Infestation would be +1. If that's the case then I'm not sure how to show enough difference between the tiers, but I suppose that could be possible. You're likely to end up traveling more when doing trader quests.

The other option would be newer quest types that increase the difficulty, like Infestation did.

Which of those are you thinking?

By the way, the CompoPack may be your solace. They add I think two more Tiers to POIs to make room for their extreme challenge POIs, which would get you to Tier 7, or 8 with Infestation. Those POIs can come with performance issues because of their size and the number of zombies they've wanted to spawn at once, though they could be working to address that with Min Scripts. If you're looking for POIs that are trying their best to be nasty and kill you, that's them.
 
The game has up to Tier 5 POIs, but you can get +1 bonus for an Infestation quest for Tier 6. Are you advocating for 4 more POI Tiers or are you including the biome "skulls" in there, so +3 for Wasteland, or do you want to rescale existing POIs across more tiers, so the current tier 5 becomes tier 9?

Personally, making a Tier 5 POIs is already a large undertaking. I shudder to think of designing bigger/tougher POIs.

Instread, perhaps you're talking about a rescaling of existing POIs, existing Tier 5's would become Tier 9's and Infestation would be +1. If that's the case then I'm not sure how to show enough difference between the tiers, but I suppose that could be possible. You're likely to end up traveling more when doing trader quests.

The other option would be newer quest types that increase the difficulty, like Infestation did.

Which of those are you thinking?

By the way, the CompoPack may be your solace. They add I think two more Tiers to POIs to make room for their extreme challenge POIs, which would get you to Tier 7, or 8 with Infestation. Those POIs can come with performance issues because of their size and the number of zombies they've wanted to spawn at once, though they could be working to address that with Min Scripts. If you're looking for POIs that are trying their best to be nasty and kill you, that's them.
Area 7, grover high, and us army post 7 all feel like tier 10 locations with the amount of zombie spawns...
 
Area 7, grover high, and us army post 7 all feel like tier 10 locations with the amount of zombie spawns...
I don't remember if I've done the others, but Grover High is only bad on the roof. It is a very quick POI to complete. I wouldn't consider that tier 10... Or even tier 6. Not unless it has changed in 2.x?
 
I've played Grover High a few times. That's a fun one, specially with stealth.

So do you think the suggestion was just to rescale POIs across 10 Tiers then?
They need to add and/or redo POIs first. Or have the higher tiers say like horde clear, severe infestation clear, and wave clear and redo the existing POIs slightly to accomodate the excessive use of ammo and gear.

Think hordes like in days gone. Though we could add the relationship dynamic from that game, on the look out for your partner type deal...
 
They need to add and/or redo POIs first. Or have the higher tiers say like horde clear, severe infestation clear, and wave clear and redo the existing POIs slightly to accomodate the excessive use of ammo and gear.

Think hordes like in days gone. Though we could add the relationship dynamic from that game, on the look out for your partner type deal...

It sounds like you're proposing new missing types that would boost the quest level, like an infestation does now. Do I understand correctly?

I've not played "Days Gone" so it doesn't help me understand.
 
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