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):
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
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?
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.
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):
How has this changed, if at all, with 3.1?
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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):
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.
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.
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.
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?
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?
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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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):
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.
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):
Can I ask how you accumulated the data for that graph?
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.