CBT Deep Dive #2: WalkScape 102 - Action Math, Item Attributes, Inventory, and More!
Happy New Year! Itâs me, floursifter, once again. Class is back in session, and today is WalkScape 102. If you are relatively unfamiliar with the game - please read my WalkScape 101 post first before continuing here!
Weâd love to hear if you have set any stepping goals for 2024! Itâs been a joy to watch folks post their progress and encourage each other throughout 2023, and I hope this is an aspect of the community we can keep around for many years into the future.
Work and Action Math
Before we dive into item attributes, we need to take a brief detour to discuss how the game handles actions and the steps required to complete them. There were major changes made a few months ago that make this system much easier to communicate! Text wall incoming.
Behind the scenes, your steps are worth an in-game currency called Work. With each step you take, work accumulates until you reach the amount required to complete your current action. Surpassing this threshold completes the current action and your accumulated work is reset back to 0. Finally, your work automatically starts to build again towards the next action completion. Unused work does not carry over during this process.
For an in-game example, the âCut Birch Treesâ activity requires 30 work to complete an action, which can be thought of as âCutting A Birch Treeâ. If your character was naked, this action would require 30 steps to produce 30 work. On the step that you are equal to or surpass the 30 work threshold you gain an amount of experience, and rolls on various loot tables. These loot tables produce a guaranteed birch log, a tiny chance at a birdâs nest, and another tiny chance at a woodcutting chest.
There are mechanisms in game that change the amount of work you do with each step through an attribute called âWork Efficiencyâ. Imagine that you were able to improve the work that each of your steps produced by 20%, producing 1.2 work per step. This could lead to some serious step savings - only requiring 25 steps to produce the 30 work required to cut the birch tree once.
Work Efficiency is capped on activities through the implementation of a step floor. For âCut Birch Treesâ, you can not reduce the activity under 19 steps per action, regardless of how much work efficiency you have equipped. The amount of Work Efficiency that you are allowed to apply towards an activity generally increases as the level required for the activity goes up.
Additionally, because unused work does not carry over to the next action, itâs best to think about your gear critically if you want the maximum benefit from your stats as a whole. Maybe itâs worth swapping one of your work efficiency for something else if it wonât change the number of steps that your current activity will take!
Work Efficiency From Levels
In addition to gear, your character also gains work efficiency from the difference between your skill level and the required skill level of your current activity. This amount is equal to 1.25% work efficiency per level differential, capped at 25%.
Back to our birch trees activity example, which has a requirement of level 1 woodcutting. At level 21 woodcutting, we will get the maximum benefit of 25% free work efficiency from level differential, as ((21-1)*1.25)%= 25%. This will bring each action from requiring 30 steps down to 24 steps to produce the 30 work required for completion, as 30/1.25 steps = 24 steps. This can be lowered even further by equipping gear and tools that provide additional work efficiency until we reach the 19 step floor for the activity. We hope that players enjoy their feeling of character naturally getting better at activities over time!
Item Attributes
However, Work Efficiency isnât the only way to increase the rewards from your valuable steps. Tools and gear in WalkScape come with all sorts of attributes that provide boosts for different parts of the action reward system. Hereâs a list of the most common attributes you will see in game:
- Work Efficiency - Changes the value of work that your steps produce. Positive work efficiency decreases the amount of steps required to complete an action, while negative work efficiency increases the amount of steps required to complete an action.
- Experience - Changes the experience rewarded on action completion.
- Chest Find - Changes the chance to find chests on action completion.
- Fine Material Find - Changes the chance to find fine materials on action completion.
- Double Result - On completion, changes the chance for an action to give whatever loot you rolled twice instead of once.
- Double Action - On completion, changes the chance for an action to give full rewards (experience and loot table rolls) twice. If this triggers when traveling - jump two nodes instead of one!
- Crafting Outcome - Changes the probabilities of getting higher quality tools (we will have an entire deep dive on this system and attribute).
Iâll leave the rest for you to discover in game, but over the course of the CBT you will likely see experimentation with all sorts of item attributes that provide unique abilities! At the moment, the easiest way to see what attributes are on an item is to try equipping it in itâs appropriate place on the Gear or Tool tab, discussed below.
Inventory
The in-game inventory has a soft-cap at 28 inventory slots. Items can stack in the same inventory slot if they are the exact same item. Like all materials, coal ore can stack 25 high within each slot. However, fine coal ore will not stack in the same slot as a normal coal ore, as they are not the same item. If you have 13 coal ore in your inventory and receive a fine coal ore while mining, it will occupy a new inventory slot. Crafted items, tools, and consumables can stack 10 high within each slot. The amount of inventory slots you are currently occupying can be found in the bottom left corner of the UI.
Going above the soft-cap of 28 inventory slots will enforce global work efficiency penalties on your character. At 29/28 inventory slots this penalty is not severe, but it quickly slows your character down as you get into the low 30s. You will never slow to 0% progress, but you will eventually reach -99% work efficiency at 33/28 inventory slots occupied. Itâs best to keep your inventory under the soft-cap limit.
Materials stack 25 high in each inventory slot, while other items typically stack 10 high.
In the bottom right of your inventory, a button to access your treasury can be located. The treasury holds any chests that you find on your journeys. These chests do not occupy inventory space until you open them and receive the items that they contain. Itâs easiest to open these at a bank so you can immediately bank the items gained, but itâs also possible to open these out and about, just be careful of going over the inventory soft-cap!
The Treasury. Click the back button in the bottom right or long swipe to get back to the Inventory.
Players can drop items from their inventory at any time by selecting a stack and using the UI that appears at the bottom of the screen.
Dropping items - use the slider or buttons to get to your desired quantity and click DROP!
For maximum power-leveling efficiency, you can also multi-select items in your inventory to drop, select, or bank them (that last one only if you are in a location with a bank). Long-press a single item to open up the multi-select UI, and continue tapping stacks to add them to the current selection.
The multi-select UI from the inventory. I can drop all items in all 3 selected inventory slots quickly with this method.
NPC Shops + Banking Preview
Instead of dropping your items, itâs usually a good idea to bank or sell them instead! NPC shops exist in most urban locations across the game. Prices for these items are generally low at these shops, but transforming your items into final products can generally give you better returns.
NPC shops have three windows. The first tab is âBuy itemsâ, and by swiping to the left you can access âSell itemsâ and âPreview tradeâ. On each of the tabs, a plus and minus icon surround an entry field. Hereâs what these buttons do:
- Plus sign: Tap to increase the value in the entry field by 1. Long press to change the value to itâs maximum.
- Minus sign: Tap to decrease the value in the entry field by 1. Long press to change the value to itâs minimum (0).
- Entry field: Tap to type a custom number.
The âtradeâ button will switch from grey to green whenever you have a valid trade. Selling items to NPCs is always valid, but you must have the gold to buy the items you have selected to confirm a trade. Itâs optional to preview a trade for those that want to buy your items and get right back to other things but itâs usually a good idea to give it a peek, especially if the store sells something that is also in your inventory.
The "Buy items" menu.
The "Sell items" menu.
The "Preview trade" menu. I can't confirm this trade because I do not have enough money.
A very limited number of towns across the map have a bank in them. At banks, you can deposit and withdraw items with ease. As of right now, banking looks very similar to the NPC shop interface with a âWithdrawâ and âDepositâ tab. This is a fairly recent feature that may go through some UI and system changes before the CBT release - so Iâll leave this to a future post.
Gear and Tools
On the gear tab, players can equip 12 items to their character. Some of these slots, such as the primary and arrow slots, are reserved for combat boosting gear once the combat system is added. To equip an item, first have it in your inventory, go to the gear tab, click on the slot it goes, and select it from the UI that appears.
Some items of different rarities equipped in the Gear tab.
By clicking on a slot, you can see a list of gear in your inventory that can be equipped in it.
Scrolling down on the Gear tab also displays your total combat and skill modifiers.
A collection of attributes provided by some simple tools and a piece of gear.
The Tools tab contains your toolbelt - on which you can equip several tools. The amount of slots on this toolbelt currently increase as you gain character levels, unlocking your fourth slot at character level 20. On the toolbelt, itâs important to point out that you can only equip one type of each tool, so you cannot equip two items that are considered hatchets. You can equip tools that are considered different - as seen with the fishing lure and net equipped in the picture below.
The toolbelt. You have access to 3 slots at character level 1, 4 at character level 20, 5 at character level 50, and 6 at character level 80 in the current balancing.
Closing
Thatâs all for today! Next week, I plan to post the mechanics of the crafting outcome system. By itself, this is a massive component of the closed beta and something we want lots of feedback on. Crafted tools provide a lot of power within the game, so Iâll provide an explanation that can help you chase the best qualities of tools!
Hi Floursifter, thanks for the gameplay insights! I'm really looking forward to it later this month. Something I did want to ask and have been looking for, is what might be required of us when the CBT comes out? Will it just be like downloading any other app from the app store? Do we need to learn how to install an APK? Or is there a different third party way of doing it?(Assuming the player was already invited). Thanks!
Thanks mate!
Many thanks for all this information! It makes me want to test the game even more, to go for a walk and optimize all my steps as best as possible. Great work team!
Much appreciated for these insights to the game! I love these more mechanical posts. Super excited for the CBT!!
G'day, Really excited for the game but I'm curious about the work action math. Do i have to stop and select to cut down another birch tree every 19 - 30 steps or will it repeat the current action till the inventory is full? Can i set a "Job list" to stack jobs so after I've cut down a tree I can start woodworking automatically? If i have to stop every 30ish steps it may become tedious on longer walks. Looking forward to the CBT
EDIT: I found the answer in another forum post where the action will be repeated. Thanks, cant wait to play
Thanks Floursifter for another insightful update. The artwork in these screenshots look amazing, and I can't wait to play the Closed Beta later in the month
@J0nd03, exactly! Most gathering activities are infinitely repeatable, the only thing to eventually worry about is your inventory space.
@Scizor021, the plan is to use TestFlight for iOS and the Play Store for Android as of today.
This looks so amazing đ
Does the UI display work efficacy and associated thresholds? This optimization is really appealing but might get irritating if we have to do a lot of out of game math, especially if these undergo lots of changes during closed beta.
Game is looking amazing! Can't wait for the 19th!!
You can see your work efficiency, but we've been iterating on weather or not to show the thresholds. For a lot of players this could be information overload. We will be publishing these on the Wiki, and I'd be happy to answer questions about any specific thresholds when the game goes live as folks get to new activities.
The cap is not something you should run into early on in CBT unless you are doing level 1 activities with a t20+ tool and a decent amount of gear equipped.
Thanks for the response and good to know these will be hard to hit! Perhaps there's an option to turn visibility on/off in settings? Or a color change could indicate when you've exceeded the threshold?
Is there/will there be a way to increase our inventory size? I am thinking especially of the number of different items we can have (since the other cap is a soft one).