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XP Rebalance - Make Non-Scout Roles More Rewarding

Posted 2022-02-22 08:13:28 (edited)
Chiming in support and also adding: anyone who has ever trained a puppy can confirm that pupsitting even just one puppy deserves WAY more EXP gain than they get! That is hard work! Especially when you consider that the rollover represents 2 weeks in game, so (using one of my pupsitters' rollover exp from today as an example) my Pupsitter earned 66 EXP for babysitting a pup for 2 weeks.

That's less than 5 EXP per DAY spent wrangling a puppy.

Having just gotten past my own dog's puppyhood a few months back , can confirm that <5EXP a day is drastically underselling the amount of work those pupsitters are doing! In my mind the pupsitters aren't just keeping the puppies alive, but rather teaching them good wolf-manners and making them good wolf-citizens, which is the hardest part of puppyhood. IMO, they're providing much more of a service than just boosting a survival percentage. (At least that's how I RP it in my mind!)

Don't get me wrong, it is nice to have the puppy training option to help your sitters gain a bit more EXP, but even that doesn't come close to evening out the EXP situation.

Keld
#17293

Posted 2022-06-10 13:58:55
As stated in Development Update #19:

EXP gains have been boosted for hunting, foraging and herbalist roles to try to add better balance compared to the EXP gains for scouts.

Well, after having played for a long time I don't seem to have issues with hunters EXP gain, which used to be 70% of non-guarana scout progress speed - they can be smoothly leveled up to the max within half of their lifespan assuming the hunt limit is exhausted everyday in the most challenging biome.

I noticed hunting and foraging missions are rewarded with 20% more EXP. Well, a tiny buff. For herbalists - it's too tiny, I expected 2000% more EXP to foraging in order to make herbalists as eager to learn as scouts.

This is how it looks in logs (the EXP boost update occurred on 2022-06-10 10:00:15):


Dżanek
#24018

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