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XP Rebalance - Make Non-Scout Roles More Rewarding

Posted 2021-01-02 12:39:37

oh the hunters... I don’t have any extra ideas other than agreeing a major buff is needed. however I only have so much time a day, so I can usually only send 1 team out for its max number of hunts a day, so a second team would be pointless for me. maybe having practice hunts or practice sessions (a limited number each day that does take energy) for leftover hunting teams would be a cool feature? or you could send them out to study herd patterns/see where herds are at in the territory for xp?


storielle
#33738

Posted 2021-01-02 12:41:35 (edited)

I agree that something should be done about experience gains for wolves in roles outside of scouting. I joined in *November* and honestly, I am surprised it took me as long as it did to use the Scout role to level up wolves I wanted to breed. Initially I was turned off by the 1 rollover cooldown (cooldown should be recognized as a word by spell check by now, goodness!) for switching in or out of a role as I was learning. Since then I've definitely overcome that. How? Well...

I noticed the things y'all mentioned: hunting team does not get much, herbalist does not get much either (he do be goin' out more often than hunters [by hisself!] and yet exp gains still be a bit too paltry) and I too experienced the horror of my pupsitter not getting much exp from multiple pups. I mean yes, if I was to be forever doomed to have small litters and pupsitters got outrageously high gains from multiple pups I would end up needing the Trade Center for experience for pupsitters even more often than I do now.

What? Don't look at me like that! Of course the game is more about survival than breeding.  Why bother breeding until I have stats to show for it, and why bother leveling wolves in any role other than scout (as it stands now), making use of the one day rollover cd (cooldown), if I want to stand a chance of level 12+ at death day for befriended wolves?  I could hardly agree more, honestly.

Pupsitters: Agreed with Owlbear [#6449].  Thou shalt not be rewarded for puppy death under thy watch (or however ye wanna slice it).

Hunters: Agreed again with #6449.  I have not hesitated one whit on using the Scout role to bump my hunters up before assigning them to their true roles on their respective hunting parties (I even did a naughty thing and let 3 pups stay as hunters for 3 days wherein they barely made it to level 3 so I could focus on others) and as a result, no one is allowed to be lower than level 8 any more before taking on the role I truly want them to fill. Just because I have them start hunting at level 8, they'll make it farther than my first team, of whom is partly not reaching level 13+ before breeding (looking at Shadow Spine & Ji Pair Bond, and Lia who is not breeding).


Zeraki
#26932

Posted 2021-01-02 12:42:27 (edited)

Adols being a part of pupsitter duties is definitely something to add to the mix as a platespinning activity in line with an herbalist's foraging. Like I'm honestly surprised adolescents aren't still a part of pupsitting, they're right at the age where they're causing the most problems and generally being destructive buttheads (anyone who's had to take care of a 6mo puppy knows precisely what I'm talking about), and it's not uncommon for adolescent-aged wolves in the wild to die just as easily as a 2mo. 


DogBlud
#24586

Posted 2021-01-02 12:50:38 (edited)

Honestly the pupsitter RNG is about the only RNG I think is handled decently in this game since we have a clear indication of the odds. An percentage chance of a pup surviving rather than... you know, absolutely nothing like every other mechanic.

Thing is, even my small pack has 105 pup slots and if there isn't any penalty to pups dying (other than a pup you didn't care about anyway being gone) there isn't anything stopping anyone from buying 10 pups per sitter for exp and 'neglecting' them.
That makes it, IMO, easymode to train pupsitter stats compared to other jobs which all have various timers to watch. Just replace them when they die, a 1sc pup is a hell of a lot cheaper than feeding/playing, and you're done with that wolf for the day rather than having to come back throughout the day.

That said, I see where you are coming from and your solution of giving them more to do, their own timers to babysit that add exp, is probably a better idea.

Owlbear
#6449

Posted 2021-01-02 13:01:15 (edited)

Ah, I see what you mean.

I'd think past a certain point, like around two days or so of rollovers without paying attention to pups, the pupsitter could have diminishing XP returns that bottom out to what it is currently. After all, that's the definition of not doing their job, like. At all.

Having it so that the care/feeding of pups is left up to individual pupsitters (with a 'feed all'* option for pups under their care) would make sense. Gorging/regurgitating is part of what wolfpacks do to keep their pups fed, after all.

EDIT: * I'd add 'play all' to this mix but having play be one of the plate-spinning activity a pupsitter does ala hunting/foraging could help cut down on taking on more pups than you can manage. Or just be frustrating. IDK! There's a lot of possibilities for sitters.


DogBlud
#24586

Posted 2021-01-02 14:05:44

Yes PLEASE I have to put more freshly adult wolves into rotation as a scout to get anywhere with them in stat and exp gains and rescouting in the higher biomes is really nice for that, but we're only allowed 2 scouts at a time and 1 spot is perma filled by my stud because I need to get him higher stat as fast as possible.

Hunters do just about as much work, if not significantly more, than the average scout, especially when they go out on 10 trips a day tracking, attacking and killing anywhere from a rabbit to a freaking buffalo! There should totally be more exp gain! Not to mention the pupsitters, like heck! Children are a nightmare! We love them, but they're a handful and these wolves are watching over them for... What, 12 days? (6 months in game) that's a lot of time!

Herbalist I honestly thought gained quite a bit because they diagnose, they learn medicines and then craft them and also forage? Maybe I just never quite paid attention to it thinking my herbalist was getting more EXP than I thought...


🧿 Cornix
#22219

Posted 2021-01-02 14:12:59

My lvl 15 Herbalist (previously scout, she had to take a rest because she is a dumb dumb and therefor apparently can't scout the glacier) gets a grand total of 47XP for foraging, something like 100XP for medicine, and I don't think she actually gets anything for diagnosis. In total, she'll get maybe 600-800 in a day, which means she'll hit level 16 in 29 days.


DogBlud
#24586

Posted 2021-01-02 14:17:41

Oh, well yeeeah not as bad as the other roles but definitely not optimal. At that point they've aged 14.5 months which is a year and some change. Over a whole freaking year to get to level 16. 


🧿 Cornix
#22219

Posted 2021-01-02 14:27:15 (edited)

Yeah she's going back to scouting the moment the Glacier opens up.

TBH I don't know that I'd mind level gaining taking that much time if a) it was across the board, b) there wasn't an exploit in the Grove specifically designed to make Scouting even more broken.

I mean, theoretically, it feels "right" that something requiring that level of expertise would take more time than other roles, but in practice it's tedious/frustrating.


DogBlud
#24586

Posted 2021-01-02 14:33:23

Support.

One idea for herbalists and pupsitters might be that their exp also increases when you move biomes, as hunters' exp does. That would at least give a boost to those roles.

To add some numbers to the mix:

  • I often max out my hunts, send multiple scouts per day, have at least one pup on every pupsitter as of December and do multiple forages and/or medicine crafting.
  • I'm in Swamp biome, which is challenging. 
  • All of these wolves entered my pack around the first week or earlier.
  • All but the pupsitter have been consistently doing their jobs.
  • All of these wolves are NBWs and began with NBW stats.

My first scout is level 18, 621 stats.

My first hunter (Stalker) is level 15, 553 stats.

My first herbalist (added as soon as I unlocked the role) is level 11, 459 stats.

My first pupsitter (may have temporarily been a hunter) is level 8, 328 stats. 


wurm
#21792

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