skill descriptions added
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IN PROGRESS OF MOVING DETAIL FROM OLD XLS SHEET
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# Content
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- [Level Progression](#level-progression)
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- [Contracts](contracts)
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- [Experience Cetegories](experience-categories)
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- [Notable Unlocks](notable-unlocks)
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- [Skills](#skills)
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- [Strength](#strength)
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- [Endurance](#endurance)
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- [Attention](#attention)
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- [Weapon Handling](#weapon-handling)
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- [Health](#health)
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- [Metabolism](#metabolism)
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- [Charisma](#charisma)
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- [Crafting](#crafting)
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-[Miscelanious](miscelanious)
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## Level Progression
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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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## Experience Categories
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## Notable Unlocks
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## Skills
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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.
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#### Strength
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- Increases jump height (0.2% per level → +20% at Elite Level)
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- Increases carrying weight (0.3% per level → +30% at Elite Level: 91 kg )
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- Increases movement and sprint speed (0.2% per level → +20% at Elite Level)
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- Increases throw distance (0.2% per level → +20% at Elite Level)
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#### Endurance
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- Increases stamina (.5% per level → +50% at Lv 100)
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- Decreases jump stamina drain (0.3% per level → -30% at Lv 100)
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- Increases holding breath time (1% per level → +100% at Elite Level)
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- Decreases breath recovery time (.5% per level → -50% at Elite Level)
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#### Attention
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- Increases looting speed (1% per level → +100% at Elite Level)
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- Increases looting xp (1% per level → +100% at Elite Level)
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#### Weapon Handling
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- Increases reload speed (0.2% per level → +20% at Elite Level)
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- Increases weapon switching speed (0.4% per level → +40% at Elite Level)
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- Increases ammo loading speed (0.3% per level → +30% at Elite Level)
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- Increases ammo unloading speed (0.3% per level → -30% at Elite Level)
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Improves recoil control (0.15% per level → +15% at Elite Level)
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#### Health
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- Decreases chance of bleeding (.6% per level → +60% at Elite Level)
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- Increased speed of surgery (0.2% per level → +20% at Elite Level)
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Reduced HP penalty for surgery (.5% per level → -50% at Elite Level)
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#### Metabolism
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- Reduction of time of action of all negative effects of stimulants, food, water (.5% per level → -50% at Elite Level)
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- Enhances food and drink positive effects (.5% per level → +50% at Elite Level)
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Reduction of poisons' action time (.5% per level → -50% at Elite Level)
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#### Charisma
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- Decreases traders cash prices
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- Increases traders loyalty rate
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- Increases amount of sats traders buy things for
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#### Crafting
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- Time to Craft decreases (.5% per level → +50% at Lv 100)
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- Time to Scrap decreases (.5% per level → +50% at Lv 100)
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## Miscelanious
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- 1-10 prestiege system,
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- 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.
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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.
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@ -120,7 +120,7 @@ In the event that items despawn, the player can buy them back from an NPC for 3/
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The progression system is carefully designed to create a dynamic and engaging experience for players. As they advance through levels, the requirements for earning experience points (XP) to reach the next level become increasingly challenging. This means that the early levels have relatively low XP requirements, while the higher levels demand significantly more XP. The progression curve is not linear; it becomes steeper as you ascend to higher levels, making the journey to the top more challenging and time-consuming.
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The progression system is carefully designed to create a dynamic and engaging experience for players. As they advance through levels, the requirements for earning experience points (XP) to reach the next level become increasingly challenging. This means that the early levels have relatively low XP requirements, while the higher levels demand significantly more XP. The progression curve is not linear; it becomes steeper as you ascend to higher levels, making the journey to the top more challenging and time-consuming.
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For detailed information regarding the XP required for each level, how much XP is earned from various gameplay categories, quests, tasks, contracts, notable unlocks, and skill progression, please refer to the [documentation](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Documents/progress.md).
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For detailed information regarding the XP required for each level, how much XP is earned from various gameplay categories, contracts, notable unlocks, and skill progression, please refer to the [documentation](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Documents/progress.md).
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Here is a brief overview of the progression system components:
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Here is a brief overview of the progression system components:
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