It don't matter these people will read that as 50% of the adventure and not as 50% of killed camps as they have repeatedly been told, despite the fact that this info was available from the test forums weeks before the event started.
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Dont know what went wrong just did a ywc started the buff first then the adv didnt get the xtra xp i had done previous
https://prnt.sc/l4jfpt
Well done cat_flap, looks like your thread has performed a miracle, well done mate :)
"Well done cat_flap, looks like your thread has performed a miracle, well done mate "
Thank you very much, glad to be of service :)
"These people" :p - Well will just say to her royal highness that the conclusion is that this building is too complicated to make me clap my hands.
I dont really care what it is 50% of. What I do care about is that I play to relax - not my kind of fun to have to stupdy in detail how a building works to be able to use it. When people are unsure even after reading what it says on the building and reading forum,- it might be that something is wrong with buildings description and not with "these people".
Maybe make the whole function more simple so even "these people" can understand how it works.
Really cant see why the complaints 20%, 50% or 10% does i matter? its free xp for doing nothing more then you would be doing if you didnt have it...from what i can tell and has been said here numerous times its based off base xp which would of been the easiest way BB could calculate the bonus then comes all the other skills etc that change xp.. also i gather based on base xp
It's not completely free XP. The cost of the strongest buff is rather high compared to the current 20% which in reality yields less. If the building would be smaller and the costs cheaper then maybe no one would complain, or except the ones who don't use the other 2d cooldown buildings either :)
In my opinion it's unreasonable to say that something is flawed when your interpretation of the information is flawed. And if you think that playing Settlers at a high level of efficiency doesn't require some detailed understanding and calculation then I am impressed. Because personally I need a battle calculator (when you seem to be saying you should be able to just glance at the troops and know exactly what will happen without having to work it out) and that you understand what the formula is to determine the exact 12 hour rate of production for a building (which btw is ProdPerCycle * (TRUNC(43200/((TRUNC(RateOfProd)*60)+(MOD(RateOfProd,1)*100))))
Should anyone except crazy people like me that have calculated the output of their economy to the exact number care about that formula? Nope - that's ridiculous. But to complain that I'm not getting the correct 12 hour output I better have an understanding of how it's calculated.
Hello, Settlers!
We know many of you have had questions about The Scouting Post. Please check out the new Scouting Post FAQ in the Anniversary Event Dev Diary!
Kind regards,
BB_Acadma
any chance the scouting post default can be set to the last production used? For many of us, I am sure, this will be the same level of adventure we used it at last time. It's bad enough trying to remember to start the buff BEFORE the adventure starts at the moment..
For example, I last used it on MCC venture so I had to set it to Strong Combat Intel - it is this setting I wish for it to remain on when I next go to use it.
You don't need to study it very much at all:It doesn't need to be any more complicated than that, but if the buff is still running when you finish your adventure then you can add:
- Check difficulty level of adventure you wish to play.
- Activate appropriate buff in Scouting Post.
- Start (and play) adventure
I'm confident that there will be thousands upon thousands of players worldwide doing exactly this and quite happily enjoying the extra experience with little or no concern for exactly how much, instead of getting wound up about the minutiae of how it is calculated.
- Start (and play) another adventure within the difficulty range of the buff you chose.
- Repeat until buff runs out.
Revised 50% scouting post is more improved. Previously doing a cutter I got 204k (before prem), with 20% post it was 218k, now its 239k. Princess, EvilJ CoA skills V2, with tweaks to use Mary to the max : Previously (before prem) 746k, with 20% trading post 843k, with new 50% post its 964.5k. Very impressive 218.5k improvement (plus prem)!
Enjoying the increase on the outpost 311k xp plus prem using mary on Young woodcutter
Ali Baba the Young Woodcutter xp rewards:
-142600xp and additional reward from premium 71300xp didn't use Scouting Post buff.
-171891xp and additional reward from premium 85946xp used Scouting Post buff.
The reward stated on the buff is an 50% increase xp reward but the actual reward seems to be 20.54%.
Is this as it was initially intended to be 20% increase and it is just a mistake on buff description or
this is an actual mistake in reward bonus?
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Did you kill each camp one by one? if not then the less you get the more you block or skip camps. The bonus only affects camps that are directly attacked.
I did 2 adventures under buff and 9 without it the exp reward was in all of them the same as i wrote on top. I don't deviate on my way of killing the camps otherwise if u wanna check I use this guide.
http://settlersonlinewiki.eu/en/adve...iegers-skills/
I see what you meant by skipping or blocking camps. My reward is lower because I only kill 40% of the camps therefore I get 50% of what I killed and that adds up to 20% overall experience. Since the only good thing is that buff doesn't disappear from the adventure after it runs out on the main island. It means u can do long adventures with a lot of camps destroying them 1 by 1 making my way rushing threw adventures to finish them as fast as I can completely useless way of using the buff.