Skill and training Feedback

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StoneLegionYT
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by StoneLegionYT »

Mackan wrote: Wed, 8. Apr 20, 16:30 Here's what the leveling curve roughly looks like for auto traders/miners and station managers (chance per trade):

Image
Egosoft was just doing their part and flattening the curve. They just failed at the memo where it said to wash your hands and social distance and not break the game :P
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Axeface
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by Axeface »

That graph actually makes me quite mad. Ive been sitting here wasting my own time expecting my traders to eventually reach 3 stars.
If npcs CANT (and dont tell me 0.1% per trade is even remotely passable) raise their stars past 2 stars themselves tell us somewhere in game. I would be ok with a very low % chance, but 0.1?

Is it really true?
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tomchk
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by tomchk »

Agreed, we need tutorials very strongly highlighting how this is supposed to work (skills and training). For now, more detail from Egosoft outside the game would certainly help.
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Falcrack
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by Falcrack »

Whatever, I'm just gonna keep using a mod to let them level up at a reasonable rate.
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Axeface
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by Axeface »

If I add a ship to a station manager will the captain use the manager (red) line instead, and therefore have a reasonable progression?
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hourheroyes
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by hourheroyes »

Mackan wrote: Wed, 8. Apr 20, 16:30 Here's what the leveling curve roughly looks like for auto traders/miners and station managers (chance per trade):

Image
How has this changed, if at all, with 3.1?
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StoneLegionYT
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by StoneLegionYT »

hourheroyes wrote: Wed, 8. Apr 20, 22:22
Mackan wrote: Wed, 8. Apr 20, 16:30 Here's what the leveling curve roughly looks like for auto traders/miners and station managers (chance per trade):

Image
How has this changed, if at all, with 3.1?
As someone playing 3.10 the second it hit I don't think this has been touched at all. I think just npc's on stations now can have higher stars at a much higher cost.
SirNukes
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by SirNukes »

Kane Hart wrote: Wed, 8. Apr 20, 22:37 As someone playing 3.10 the second it hit I don't think this has been touched at all. I think just npc's on stations now can have higher stars at a much higher cost.
The experiences.xml file (defines skill gain chance and limit for activities) hasn't been touched since 3.0 beta 2 back in November.
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StoneLegionYT
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by StoneLegionYT »

SirNukes wrote: Thu, 9. Apr 20, 00:32
Kane Hart wrote: Wed, 8. Apr 20, 22:37 As someone playing 3.10 the second it hit I don't think this has been touched at all. I think just npc's on stations now can have higher stars at a much higher cost.
The experiences.xml file (defines skill gain chance and limit for activities) hasn't been touched since 3.0 beta 2 back in November.
Thank you for confirming that. I should really unpack and start looking into the game files more.
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by adeine »

lordmuck wrote: Wed, 8. Apr 20, 17:38 What I dont understand is, why can we not have sector traders at 1 star? Why must we go all out for a 3 star "universal" trader?
Yeah, this would be a nice change.
TonyEvans
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by TonyEvans »

How about this as a proposal -

Wares are tired by average value

Energy Cells, Refined Metals, etc would be tier 1.
Hull Parts, componenets, etc would be tier 2.
Higher-end stuff like Claytronics would be tier 3.

0-Stars - Trade Tier 1.
1- Star - Trade Tier 2
2- Stars - Trade Tier 3
3+ Stars Increased Gate Rate.
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StoneLegionYT
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by StoneLegionYT »

TonyEvans wrote: Thu, 9. Apr 20, 02:58 How about this as a proposal -

Wares are tired by average value

Energy Cells, Refined Metals, etc would be tier 1.
Hull Parts, componenets, etc would be tier 2.
Higher-end stuff like Claytronics would be tier 3.

0-Stars - Trade Tier 1.
1- Star - Trade Tier 2
2- Stars - Trade Tier 3
3+ Stars Increased Gate Rate.
I like these ideas. I don't mind doing less as long we can do something. Right now we can't do anything lol
LameFox
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by LameFox »

As long as in that way they did actually level up.

Though I'd be wary of it, do the AI use these behaviours? Economy could grind to a halt if suddenly they can only trade certain things.
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StoneLegionYT
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by StoneLegionYT »

LameFox wrote: Thu, 9. Apr 20, 04:12 As long as in that way they did actually level up.

Though I'd be wary of it, do the AI use these behaviours? Economy could grind to a halt if suddenly they can only trade certain things.
lmao, AI cheats it all so no it's fine.
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by radcapricorn »

Axeface wrote: Wed, 8. Apr 20, 22:08 If I add a ship to a station manager will the captain use the manager (red) line instead, and therefore have a reasonable progression?
viewtopic.php?f=146&t=423361&start=165#p4927816
Max Bain
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by Max Bain »

TonyEvans wrote: Thu, 9. Apr 20, 02:58 How about this as a proposal -

Wares are tired by average value

Energy Cells, Refined Metals, etc would be tier 1.
Hull Parts, componenets, etc would be tier 2.
Higher-end stuff like Claytronics would be tier 3.

0-Stars - Trade Tier 1.
1- Star - Trade Tier 2
2- Stars - Trade Tier 3
3+ Stars Increased Gate Rate.
That is not a good idea because it will break universe economy. Cheap wares will be transported way more often where rare goods like hull parts or turret components would rarely be picked up and delivered. But all wares are essential for the games economy. The flame after such a change would be immense and far bigger than the skill leveling problem.
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StoneLegionYT
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by StoneLegionYT »

Mackan wrote: Wed, 8. Apr 20, 16:30 Here's what the leveling curve roughly looks like for auto traders/miners and station managers (chance per trade):

Image
Just a question would help with this as well. There any chance you be willing to expand this to say all the different behaviors?

Might give people a chance to try new ones out but maybe even also find some better methods or help balance it for the devs when people talk about it.
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StoneLegionYT
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by StoneLegionYT »

hourheroyes wrote: Wed, 8. Apr 20, 22:22 How has this changed, if at all, with 3.1?
No it was stated on the other page that it was not changed since beta.
Gregorovitch
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by Gregorovitch »

Mackan wrote: Wed, 8. Apr 20, 16:30 Here's what the leveling curve roughly looks like for auto traders/miners and station managers (chance per trade):

Image
Can I ask how you accumulated the data for that graph?
Sirilius
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Re: Skill and training Feedback - Improved in 3.10 beta 1.

Post by Sirilius »

Gregorovitch wrote: Thu, 9. Apr 20, 10:38
Can I ask how you accumulated the data for that graph?
Mackan has just released a mod which sorts of cheats how pilots ranks up. Making them rank up faster. I suspect he is been going through the scripts to see what needs to be changed for the mod. He is currently working to implement a more non cheat way of levelling them up.

Also Mackan found that miners rarely rank up either. They don’t gain any skills from mining only from the trading but because they end up doing “bad trades” (selling at a price the game deems mon profitable) results in miners levelling up very slowly. No XP from “bad trades” even though it’s all profits from a miners viewpoint.

Edit: viewtopic.php?f=181&t=424312 link to the mod

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