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Atlantico: How do characters more involved with combat get more XP than others who are less involved with combat?

A solo character will advance at the same speed as characters in a larger team.
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Sufyan: A kill awards immediate XP to the killer, then after the fight the whole party gets the appropriate amount of XP for every kill, so double XP for the killer.
That's what I was getting at. I'm sure it's not enough to make up for the loss of the other parties, but a single character will advance more quickly than any one particular character out of the party.
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Atlantico: How do characters more involved with combat get more XP than others who are less involved with combat?

A solo character will advance at the same speed as characters in a larger team.
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Sufyan: A kill awards immediate XP to the killer, then after the fight the whole party gets the appropriate amount of XP for every kill, so double XP for the killer.
No. There is no "immediate" XP reward after a kill. Go check it out.

When an enemy is killed, the "XP" that floats over it is not received by anyone, it just indicates the XP that kill will give all characters at the end of the fight.

So, no double XP for killing.

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Sufyan: A kill awards immediate XP to the killer, then after the fight the whole party gets the appropriate amount of XP for every kill, so double XP for the killer.
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hedwards: That's what I was getting at. I'm sure it's not enough to make up for the loss of the other parties, but a single character will advance more quickly than any one particular character out of the party.
And you'd be correct if a character received extra XP for being the one who made the kill - but it isn't like that. Which was my point.

Again, go check it out in-game. No extra XP received for the character who made the kill, just XP at the end (even though there is a "floating" XP message after a kill, it doesn't give anyone any XP) and everyone gets the exact same amount, no matter how many are in the group.
Post edited September 25, 2014 by Atlantico
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Kunovski: [...] PS: don't you hate how the weapons' hit chance is just... bad? sniper rifle which is only usable when on HUGE distance, but when the monster is closer it's almost 0%? what the hell, you just poke the enemy with your rifle barrel, how on earth can you miss???
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Sufyan: That's not quite how firearms work. Bullets are small objects, every millimeter counts. Swinging a long rifle around is not as quick and easy as turning a short barrel machine-pistol towards their vital organs. Even then, if someone is close enough to touch you, there is no way you can point a rifle at them, the end of the barrel would be past them. Even a pistol is quite useless in a hand-to-hand fight unless you are specifically trained for this kind of emergency and it is still down to a lot of luck.
yes, I get that this might be a realistic system (though I'm not sure it's intentional this way), but I'm talking about an enemy who is let's say 10 meters away (and I get like 64 % hit chance), then comes closer to like 4 meters and I'm down to 9 %... sorry, but that just doesn't make sense

but anyway, I'm still sticking to sniper rifle with my main characters, I hope things will smoothen later and it will be a usable weapon :)