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Is there a mod to fix the experience gain Abomination

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Very disspapointed Obs have not ficed the EXP gain ussuw witht this game. Hitting max level 50-60% of the way through tthe game is really  really studid game design

 

Are there any mods to fox this? A mod that did a 15% exp penalty would be a good way to start?

 

 

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Yes there is. I'm currently using a mod that gives you 30% less XP. It's called "Less XP" (surprisingly) and you'll finf it in the Steam workshop.

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I wonder how many players would come and claim that it's

really really studid game design

if they only wanted to do the crit path and ended up with lvl 13.

 

It's impossible to satisfy all gamers. Good thing that the mod support for Deadfire is better than for PoE.

 

A "completionist" option in the difficulty menu would be nice though. But I think since modding this is a matter of changing one single value in one text file Obsidian won't invest time to develop a dedicated option too soon.

Edited by Boeroer
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Deadfire Community Patch: Nexus Mods

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It's impossible to satisfy all gamers. Good thing that the mod support for Deadfire is better than for PoE.

 

It's a shame that there is no way to do content mods as of now.  I feel like there's a lot of untapped potential gameplay wise.

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I wish xp beyond lvl 20 would go towards some form of a choice between additional power level, skill points or abilities. A way to have every xp gain be rewarding without the trouble or imbalance of "real" additional levels.

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I wish xp beyond lvl 20 would go towards some form of a choice between additional power level, skill points or abilities. A way to have every xp gain be rewarding without the trouble or imbalance of "real" additional levels.

Maybe in the future?

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I have no problems with the xp gain. In fact I like it. Since there's already a mod for it I hope other people who don't share your beliefs suffer the same fate.

 

The same group of people here whining about the figurine charges. And I completed potd upscaled without even using it.

 

So some kids can't control themselves on consuming McDonalds and these parents forcing down the government to take down these fast food outlets. Ffa

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I would love a prestige classes system : Instead of continue to become more powerfull, you gain in diversity & specialisation, unlocking extra abilities (linked or not to factions).

 

2 games where animancy is every where and still no real possibility to play one. Just animancy could lead to multiples prestige classes that mix magic & science. Necromancer/Lich (defy your own mortality), alchemist/artificer, soulmancer (use souls to fuel magic items)...

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I hit lvl20 quite early in my first play, without any DLC. Quickly lost interest from there.

It's exactly the same problem as in PoE1 where you could hit max lvl before reaching chapter 3, again without DLCs.

I just dont understand how xp balance can be so bad in both of these games.

 

Such a game design problem shouldn't have to be handled by a mod

Either put max lvl at 30, allowing more stats and more feats from the existing list to keep a feeling of progression, or just put an xp slider in the option menu. A 30-50% penalty for completionists is what is needed atm to reach lvl20 near the end of the game.

I would rather have the higher lvl option though, as It would allow to play a mostly built character in a good portion of the game, the rest being a bonus. Enemy scaling has to follow though.

Edited by Zug

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Dead horse's been beaten quite enough, has it not?

Edited by AndreaColombo

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke

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What are dead horses for if not taking a beating? 

 

Some people like increasing the difficulty with ultra hardcore modes, personally I'd rather slow the XP gain in order to avoid hitting the limit prematurely and increase the challenge. 

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Dead horse's been beaten quite enough, has it not?

Especially if it's always the same stick. ;)


Deadfire Community Patch: Nexus Mods

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I hate games where I get max level very late, and those cool new powers that I just got will be usable for like the next hour or so. I still have all the loot to collect and enemies to defeat, I'd rather do it with big fireballs, not firecrackers.

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I feel the same. But of course reaching level 20 very early can feel a bit weird. But since there's so much optional content it's hard to do it right for everybody. A game option would be nice. But there isn't and mods can get rid of that problem quickly and with no hassle - so I understand that this problem ranks very low on their priority list.

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Deadfire Community Patch: Nexus Mods

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^ Preach.


"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke

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Just delaying the critical path works fine for me, no mods nedeed. The main quests give too much XP, its just a matter of exploring well before going to Hasongo and etc, you can do the entire bottom half of the map without exceeding lvl 15-16, and many quests will be a hell of challenge assuming you are not abusing some complete over the top build or running a custom party. 

 

Anyway, theres plenty of mods to fix this, no need to screw the more casual and less completionist players.

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I'm almost at level 20 without yet having met you-know-who in Magran's Teeth or doing any DLC content. Is it safe to say that I still have quite a bit of game left that will be experienced at max level?

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The main quest line is short.  It comes more down to how much of the map and of Nekataka you've explored.  

 

DLC are about 3-5 hours each depending on difficulty (with SSS taking much longer potentially at the highest).

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Do you know what the best is ... that there is like 5 mods to reduce experience ... ;)


“How do you 'accidentally' kill a nobleman in his own mansion?"

"With a knife in the chest. Or, rather, a pair of knives in the chest...”

The Final Empire, Mistborn Trilogy

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The problem isn't really xp & levels. You have plenty of games that keep progressing (end game) even when you're at max level. The designer made the choice to have a more (too much?) horizontal progression. Often you keep getting more powerfull items that replace the first ones you acquired, but in deadfire all items are viables, they don't have levels. If you're lucky (or unlucky) to get the right item that complement your build early on, all futur loot will feel bad and not rewarding.

 

The dev should have added more abilities (passives/actives) as quest reward. Not more powerfull, but adding extra flavor/progression. No need to add extra levels. Adding more levels & PL mean rebalance lot of things.

 

Planescape Torment use this a lot (Ad&d2 is pretty limited when it come character customisation). If you're a mage you can learn new spells/way to cast them from your companions. You have the tattoos. They work a lot like trinkets but you can have 2 or 3 I don't remember. The tattoo represente your choices in the game, like faction, quest etc... and give you some abilities/passives. Deadfire could have more trinket slots and expand their use to customise your build.

 

Factions: Often used in MMO, but it's another layer of customisation. As you progress in a faction rank you unlock new faction abilities.

 

Items : Tricky part in deadfire. Lot of ARPG have gem/runes system. Why not be able to convert/destroy some magic items to transform them in magical runes and transfert some of their enchantments? A way to fusion items.

 

There is lot of path to explore when it come to character progression that don't use level & xp (& power gain).

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I feel the same. But of course reaching level 20 very early can feel a bit weird. But since there's so much optional content it's hard to do it right for everybody. A game option would be nice. But there isn't and mods can get rid of that problem quickly and with no hassle - so I understand that this problem ranks very low on their priority list.

 

not sure if it's just me.. i did the main path quite late. possibly the problem is the main campaign?

 

i'm not sure how they balance the xp gain for people who just want to do the main path for the story (with minimal or no side quest)?. by just doing the main quest and if they are not rewarding proper XP when you reach certain stage in the game and your level remains low, it's possible you won't be able to beat the game without achieving X level.  it's basically forcing people who just want to do the main quest to do the side content to level their XP gain.

 

this is understandable if they were basically designing story mode where you can kill end game bosses at level 5 for example.

Edited by Archaven

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