projectEli/Documents/progress.md

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# Content
- [Level Progression](#level-progression)
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- [Contracts](#contracts)
- [Daily Contracts](#daily-contracts)
- [Weekly Contracts](#weekly-contracts)
- [Story Contracts](#story-contracts)
- [Bonus Contracts](#bonus-contracts)
- [Fetch](#fetch)
- [Bounty](#bounty)
- [Exploration](#exploration)
- [Miscelanious/Global Contracts](#miscelanious/global-contracts)
- [Contract Rewards](#contract-rewards)
- [Experience Cetegories](#experience-categories)
- [Combat](#combat)
- [Treatment](#treatment)
- [Exploration](#exploration)
- [Looting](#looting)
- [Crafting](crafting)
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- [Notable Unlocks](#notable-unlocks)
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- [Skills](#skills)
- [Strength](#strength)
- [Endurance](#endurance)
- [Attention](#attention)
- [Weapon Handling](#weapon-handling)
- [Health](#health)
- [Metabolism](#metabolism)
- [Charisma](#charisma)
- [Crafting](#crafting)
-[Miscelanious](miscelanious)
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## Level Progression
The progression system is designed to create a challenging and rewarding experience for players, with the goal of reaching level 100 taking a significant amount of time and effort. The amount of experience points (XP) required to level up increases exponentially as players progress, with the final five levels requiring more XP than the entire journey from level 1 to 95. This is done to ensure that the game remains challenging even for the most dedicated players.
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If you are interested in seeing the exact amount of XP required to reach each level, you can refer to [this table](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Database/progress/data/exp.csv).
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## Contracts
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Contracts are like quests or tasks that players can complete for additional experience and rewards. There are four main types of contracts:
### Daily contracts:
These are easy contracts that can be completed in a single day. They offer small rewards and are difficulty-based on the player's level.
### Weekly contracts:
These are harder contracts that take longer to complete, typically around a week. They offer larger rewards and are more difficult than daily contracts, but still most medium-level players should be able to complete them with enough effort.
### Story contracts:
These contracts are part of the main story line of the game and lead from one to the next. They are typically given by NPCs throughout the world.
### Bonus contracts:
These contracts are not part of the main story line, but they can still be completed for rewards. They can be anything from fetch quests to bounty contracts to miscellaneous tasks.
#### Bonus contract types:
##### Fetch:
These contracts require players to fetch items, either for story or bonus contracts. The difficulty of fetch contracts scales with the player's level.
##### Bounty:
These contracts require players to kill a certain number of NPCs or kill NPCs in a certain way (e.g., headshots only, thorax shots only, etc.). Players can cycle through any active bounty contracts they have chosen, and rewards are based on the difficulty of the contract.
##### Exploration:
These contracts require players to travel to certain locations.
### Miscellaneous/global contracts:
These contracts are available from level 1, but they can take a long time to fulfill. For example, one contract might require players to collect 10,000 pieces of a certain material, sell millions of goods to a certain NPC, or walk 50 miles.
Rewards:
### Contract Rewards:
All contracts offer rewards, typically in the form of experience and in-game currency. However, some contracts may also offer other rewards, such as new equipment, or blueprints as well as unlocking the ability to purchase certain items with the completion of a contract.
### Contract Difficulty:
The difficulty of contracts varies depending on the type of contract and the player's level. Daily and weekly contracts are generally easier than story and bonus contracts. Miscellaneous/global contracts are also typically easier, but they can take a long time to fulfill.
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## Experience Categories
There are a number of ways to earn experience through normal gameplay. These are broken down into seperate categories in the section below.
### Combat
- **Damage:** 1 XP per HP taken from an enemy.
- **Headshot:** 25 XP.
- **Longshot:** +0.125 XP for every foot past 100.
- **Kill Streak:**
- For every consecutive kill:
- 1st kill: 10 XP.
- 2nd kill: 15 XP.
- 3rd kill: 20 XP.
- 4th kill: 25 XP.
- 5th and beyond: 30 XP each (max 500 additional XP per kill).
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### Exploration
- **New City:** 2000 XP.
- **New Town:** 500 XP.
- **New Village:** 200 XP.
### Treatment
- **Fix Bleeding:** 25 XP.
- **Healing:** 1 XP per HP Healed.
- **Food Consumption:** 1 XP per Energy Restored.
- **Drink Consumption:** 1 XP per Hydration Restored.
- **Surgery:** 1 XP per HP Recovered with surgery.
### Looting
- **Unlocking Doors:**
- 50 XP for easy locks.
- 100 XP for the medium locks.
- 250 XP for the hard locks.
- 500 XP for the expert locks.
- **Search:** 1 XP per slot searched.
### Crafting
- 1 XP for each ingredient used per craft (crafting requires time per item, so you start a craft, wait for the timer, and collect the item and XP when done crafting).
- 1 XP per item you retrieve from the scrapper.
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## Notable Unlocks
| Lv | Notable Unlock |
|--- |----------------------------------------------------- |
| 5 | Pick Easy Locks |
| 10 | 1x2 Med Pouch Size |
| 15 | 1.1x Health Multiplier |
| 20 | 1x3 Med Pouch Size, Stash Size Increase to 300 |
| 25 | 2.5x XP Multiplier |
| 30 | 1.2x Health Multiplier |
| 35 | Pick Medium Locks |
| 40 | 2x2 Med Pouch Size, Stash Size Increase to 400 |
| 45 | 1.3x Health Multiplier |
| 50 | 5x XP Multiplier |
| 55 | Pick Hard Locks |
| 60 | 1.4x Health Multiplier, Stash Size Increase to 550 |
| 65 | 2x3 Med Pouch Size |
| 70 | Pick Expert Locks |
| 75 | 10x XP Multiplier |
| 80 | 1.5x Health Multiplier, Stash Size Increase to 800 |
| 85 | 2x4 Med Pouch |
| 90 | 1.6x Health Multiplier, Stash Size Increase to 1000 |
| 95 | - No damage taken from dehydration
| | - Equipped Primary weapons do not add up to the weight of your character
| | - Maximum increase in the speed of surgery +40%
| 100| - Stamina (+20%)
| | - All Bleeding Stops on its own
| | - No HP Penalty for Restored Body Parts
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## Skills
Skill increases are applied equally to all skills every time the character levels up. The incremental increase is small, but can add up to a significant advantage over time. For example, the Endurance skill increases stamina by 0.5% per level, up to a maximum of 50% at level 100. This means that a character at level 100 will have 50% more stamina than a character at level 1. The other skills also have similar incremental increases, which can improve the character's overall performance in a variety of areas, such as looting, weapon handling, health, strength, metabolism, charisma, and crafting.
#### Strength
- Increases jump height (0.2% per level → +20% at Elite Level)
- Increases carrying weight (0.3% per level → +30% at Elite Level: 91 kg )
- Increases movement and sprint speed (0.2% per level → +20% at Elite Level)
- Increases throw distance (0.2% per level → +20% at Elite Level)
#### Endurance
- Increases stamina (.5% per level → +50% at Lv 100)
- Decreases jump stamina drain (0.3% per level → -30% at Lv 100)
- Increases holding breath time (1% per level → +100% at Elite Level)
- Decreases breath recovery time (.5% per level → -50% at Elite Level)
#### Attention
- Increases looting speed (1% per level → +100% at Elite Level)
- Increases looting xp (1% per level → +100% at Elite Level)
#### Weapon Handling
- Increases reload speed (0.2% per level → +20% at Elite Level)
- Increases weapon switching speed (0.4% per level → +40% at Elite Level)
- Increases ammo loading speed (0.3% per level → +30% at Elite Level)
- Increases ammo unloading speed (0.3% per level → -30% at Elite Level)
Improves recoil control (0.15% per level → +15% at Elite Level)
#### Health
- Decreases chance of bleeding (.6% per level → +60% at Elite Level)
- Increased speed of surgery (0.2% per level → +20% at Elite Level)
Reduced HP penalty for surgery (.5% per level → -50% at Elite Level)
#### Metabolism
- Reduction of time of action of all negative effects of stimulants, food, water (.5% per level → -50% at Elite Level)
- Enhances food and drink positive effects (.5% per level → +50% at Elite Level)
Reduction of poisons' action time (.5% per level → -50% at Elite Level)
#### Charisma
- Decreases traders cash prices
- Increases traders loyalty rate
- Increases amount of sats traders buy things for
#### Crafting
- Time to Craft decreases (.5% per level → +50% at Lv 100)
- Time to Scrap decreases (.5% per level → +50% at Lv 100)
## Miscelanious
- 1-10 prestiege system,
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- once the last story task is complete, players are given the option to restart, lose all progress and items and prestiege.