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unlocking and leveling

angela.adkins

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Apr 3, 2016
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hello, I have a request or suggestion to make, because of something that to me seems to be a problem.

I feel I am getting behind on unlocking things because of exp gained from the questing, and some of my friends seem to have leveled up too much, and their dinos, and gear and such has fallen behind. it seems it would be better if the drops (x2, x3, x4) were based not on ranger level but instead on highest level dino, gun, implant, or tech that is at or below the ranger level (not counting anything above). I tried to talk about this with somebody but I don't think I got anywhere with it. I think it would be helpful to a lot of people, to be able to quest to unlock things without falling behind in upgrades and losing the multiple drops.

or perhaps instead, if we had the ability to reject exp and other items from a quest, to take instead only the % towards completion, that would be helpful for unlocking without leveling too quickly, and also helpful to people who are in a clan with clan inventory full.
 

Linux-Rider

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I am currently only level 13, so I have not experienced this issue myself. I was able to upgrade an implant, a tech, my Peacemaker, and my Pachy after only gaining 9k experience points.

I can see how at later levels this might become an issue, as the price to upgrade items and dinosaurs would start to increase. However, I can not see anyone getting more than 1, maybe 2 levels ahead of their own gear if they solely focus on obtaining upgrade materials, unless the cost to upgrade is of a larger proportion than I think.

Big experience point gains come more so from quests than random animal/bandit killing. (I am not involved in clan or PvP conflict, so I do not know what kind of experience points those activities offer). That said, you can minimize your own experience point gains by focusing purely on accessing materials through killing the needed enemies.

I also do not understand the problem with being slightly over-leveled. Actual ranger level only accomplishes one thing: it unlocks more upgrades, allowing you to be more powerful. Its used as an artificial way of impeding player progress. You seem to insinuate that Ranger level has a correlation with drop counts, in that a lower level player killing a higher level enemy will have a higher chance of getting drops. I have discovered this myself, as I, a level 13 ranger, will be able to get up to 3 of the same drop occasionally from killing level 15 enemies in Mokon Woods. I didn't think that had anything to do with level, though I may be wrong.

While I do not understand the issue, I do agree that it wouldn't hurt to have the ability to halt your moments of level-up, while still maintaining the ability to 'gain' experience points towards the next level. Maybe a confirmation before level, asking if you actually want to level up, or if you want to remain your current level til a future,indefinite date.
 
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