PC Shared Experience

What XP should be shared with party members?

  • All XP should be shared.

    Votes: 11 44.0%
  • Current form is fine.

    Votes: 13 52.0%
  • No XP should be shared.

    Votes: 1 4.0%

  • Total voters
    25
I'm on the none side of things myself. Want xp? Do something that earns it. As it stands now the system is broken. Example with sample numbers: If one person kills a z he gets 400 xp. If four people are there they each get 250.... making the z worth 1000 rather than 400. Now if the original 400 xp were what is split and shared I would be more in line with the system. As it is now tho? Not a fan, at all.

 
I think all roles/tasks should be more balanced to compensated for XP deficiency for some specialisations. A cook has to upgrade blocks to get XP in the game currently as an example. Which makes no sense. It might require a ton of work to balance, but there should be equal opportunity for all specialist to progress in levels just doing their own specialist jobs.

 
Everyone has the opportunity to get XP. And if you have someone in the group who does all the things that give you no XP all day i would recommend that person to find another group to play with tbh.

It´s a matter of splitting roles. Every member of the group should have a task/specialization that doesn´t earn you XP. There is actually no need for more XP sharing in this game. Don´t blame the game if your buddies let you do the the stuff you can´t get XP for.

@music snob My m8 who cooks for us does this only every time i harvest our garden so like 3 times a week and that doesn´t really take long. Basically every role in the group can spend 3 points in master chef and be the cook without loosing too much time.

 
Everyone has the opportunity to get XP. And if you have someone in the group who does all the things that give you no XP all day i would recommend that person to find another group to play with tbh.

It´s a matter of splitting roles. Every member of the group should have a task/specialization that doesn´t earn you XP. There is actually no need for more XP sharing in this game. Don´t blame the game if your buddies let you do the the stuff you can´t get XP for.

@music snob My m8 who cooks for us does this only every time i harvest our garden so like 3 times a week and that doesn´t really take long. Basically every role in the group can spend 3 points in master chef and be the cook without loosing too much time.
I am obviously coming from an idealistic expectation from the game with more emphasis on roleplay. i.e. blacksmith makes tools/weapons - farmer plants and harvests - cook cooks - miner mines, etc. These roles can be spilt where each person can take on two or three of the total roles if in a small party, and that's where the disparity show up, where XP is only awarded to certain acts in the game which is counter to a roleplay philosophy. To reiterate; my expectation is one of delineation idealism rather than design pragmatism so I will acknowledge that I want the game to be something it isn't currently... but my hope is that it could be one someday.

 
@music snob Well not gonna happen i guess. This isn´t a pure RPG. It´s a genre mix. You will not have the full experience of any genre included in this game. But you can always hope for someone to make a mod.

 
I don't think everything should be shared but 1 more kind of exp should. Trap kill exp from the Advanced Engineering perk. It's a bit unfair that the person who places the traps is getting all the exp.

 
If one player is upgrading blocks, I don't see why everyone near him should also get xp.   If they're in the same area, shouldn't they also be placing and upgrading blocks... removing the need for sharing the xp?   In fact, if the xp was shared and 3 people were building, they'd be getting 3 times the normal xp which just makes building an even more superior way of grinding xp.  That is not a good thing, IMO.
In our current MP server, I'm the base builder. But that I means I have stop occassionally from base building, so I don't outlevel the rest of the group. This means that the base gets built in spurts, and I when I'm the not one building... I have to wait until the POI raiding party returns and then provide them with blocks to upgrade. This is why it becomes a chore... it's less playing a game and more managing the XP progression of a team.

Yes, if the XP from upgrading blocks were shared it would be rather unbalanced.... but not from the sharing, but rather because XP award itself is unbalanced (well... it's balanced in that assumes the base builder isn't getting all that phat looting/scavenging XP or the combat is away from the base). If all other sources were shared (say except quest XP) then players wouldn't have to focusing on doing things together constantly, and instead group up when they want to (or can... if they have free time).

Which then brings me back to my suggestion of giving the host an option on what XP gets shared, and if it's in relation to the distance of the award. So it would just have a diminishing returns rate.

Of course, this is also a MP issue which can probably be modded in if the community really needs it, so I'm not really expecting anything from TFP. But I think in a sandbox game the more option a player has to fine tune their enjoyment the better. And TFP has been doing pretty well on that.

 
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I'd argue that all XP should be shared, but the default sharing distance could use a significant reduction to the 30 - 50m range or so. And maybe require a visual contact between the source of experience and the share-recipients. 

 
I don't think everything should be shared but 1 more kind of exp should. Trap kill exp from the Advanced Engineering perk. It's a bit unfair that the person who places the traps is getting all the exp.
AFAIK it works much simpler, everyone with high Adv.Eng. in range of the electric traps gets the xp. It is a late game XP buff for the INT player and an incentive for him to set up elelctrical traps.

 
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but not from the sharing, but rather because XP award itself is unbalanced (well... it's balanced in that assumes the base builder isn't getting all that phat looting/scavenging XP or the combat is away from the base).
It is not really well balanced. And it is very hard to balance because there is singleplayer and multiplayer. If you want to keep multiplayer all together you NEED to share every XP (divided amount among the players, so a 400xp kill doesn't earn every player 400xp, but with 4 players 100xp each, with 10 players 40xp each) and not even looking at the distance. But that's kinda boring imho. Each players progress imho should depend somehow on what he is doing in the game. And the afk-dude than gets outleveled by the others... to name an extreme form.

The thing is, if you balance the XP gotten by specific roles for multiplayer ot be equal, like e.g. in our last quests my mate cleared the pois while i went behind and looted, one person in singleplayer doing both roles would get a massive amount of XP and therefore progress very very fast. It's basically impossible to balance it to fit both MP and SP (without any form of XP sharing).

I also don't understand what the massive problem of some people is if they have different levels. Yeah, the lvl50 player has more advanced skills than a level 30 player. But skills is not everything. The lower ranked player still take profit out of the better skills of the advanced player, because he can provide him better weapons, better armor, tools, mods, etc. There is no item you can't use because of missing skills, you just can't craft it. But with more advanced teammates you get access to better items, than you probably would have without them.

Imho the XP sharing for kills is fine. Mining and building xp don't need to be shared but should be lowered. Kills from traps should be shared without a skill and behave like a kill from a third player. Everybody in the near area should get like 50% of a trap-kill. Independently on who placed the trap. So if a zombie dies in some spikes of a random poi, you will get some XP anyway.

In my latest playthrough we can't even really play quests together, because i'm the dps-dealer-tank-build and would like to rush through the buildings with my shotgun, waking up every zombie intentionally and let them come to me, while he is the agiltiy-sneaker, who has a hard time if he accidentially wakes up 5 Zs at once. You could say, he wouldn't survive my playstyle long. :D So i let him sneak in advance, while i loot behind him. And if he enters a auto-aggro-room, he retreats asap and calls for my help. :D

Other way round is not really working, because if i wake up everything, Zs often may alsocome from behind and overwhelm him while looting too. :D

Yep, so in the end it is always a game, where you need to arrange yourself and think about how to do it, and not expect everything beeing equal in every case.

 
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If you want to keep multiplayer all together you NEED to share every XP (divided amount among the players, so a 400xp kill doesn't earn every player 400xp, but with 4 players 100xp each, with 10 players 40xp each)
FWIW I think the reason they don't (and IMO shouldn't) divide it up evenly like this is because there aren't 4x the zombies in the world when you're playing with your 4-person crew. So if you just chop the XP evenly 1/4 for each player everybody advances at a snail's pace. I think some bonus XP needs to be included, but maybe not as much as they are doing now, I'm not sure.

 
FWIW I think the reason they don't (and IMO shouldn't) divide it up evenly like this is because there aren't 4x the zombies in the world when you're playing with your 4-person crew.
Not sure about that. Are there still not more zombies if the players spread out? On the other hand, maybe with more players there should be more Zs? At least on bloodmoon there are more. But yes, got your point. You're right. But on the other hand, with 4 players there may not be more zombies at once, but you play faster, so in the end the time needed for x amount of XP is still not that different.

 
I don't think everything should be shared but 1 more kind of exp should. Trap kill exp from the Advanced Engineering perk. It's a bit unfair that the person who places the traps is getting all the exp.


AFAIK it works much simpler, everyone with high Adv.Eng. in range of the electric traps gets the xp. It is a late game XP buff for the INT player and an incentive for him to set up elelctrical traps.
Unless I am mistaken as well, this is correct. I'm almost positive the two engineers in our group have mentioned getting xp even from the others' electrical traps.

 
AFAIK it works much simpler, everyone with high Adv.Eng. in range of the electric traps gets the xp. It is a late game XP buff for the INT player and an incentive for him to set up elelctrical traps.


Unless I am mistaken as well, this is correct. I'm almost positive the two engineers in our group have mentioned getting xp even from the others' electrical traps.
Well didn't know that but damn thats amazing I was hoping for that *-*

 
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