Sentences with phrase «xp rewards»

Safe zones provide shelter from the night, but certain missions can only be completed after sundown, and XP rewards are doubled, giving you incentive to brave the darkness.
It's amazing how missions can turn in the blink of an eye as well, but those who take a stealth approach get things such as additional XP rewards, so it's worth trying it if you are a fan of stealth.
Ten more secret cars tucked away, 150 boards to smash for unlocking fast travel or XP rewards, and six car meets to find will give you easily 180 hours of content, if not more.
For a while players in Destiny 2 have suspected that their XP rewards were being throttled by an invisible algorithm and that XP bar readouts weren't accurate.
As Faith, players skilfully jump, climb, slide, punch, kick and zip line around the city, levelling up along the way, unlocking new abilities via XP rewards from completing story missions, side - quests, collectables, and player made time - trials.
Helpful NPC's will offer quests that can be undertaken and completed for XP rewards, or players can simply explore, engage in random encounters with enemy Grineer, and even participate in mini-games like fishing.
Instead, it's simply a mix of Rare (blue) and Legendary (Purple) loot to be had, plus of course the various Faction and Clan XP rewards you get from activities, too.
For the first two types of quest, the difficulty, XP reward and any weapon or items are displayed at the beginning, making it easy to decide which quests are worth embarking on.

Not exact matches

These «requests», as they are called, reward you with XP and crafting materials, and are sometimes used as a vehicle to introduce features in the open world.
The tight controls and consistently fair gameplay mechanics of Super Meat Boy provide a rewarding experience not based on XP or the grinding of a special ability but based on the virtue of naturally learning how to master the level in one piece.
In The Hidden Ones, main quests reward more than enough XP usually, and even if you do hit a higher level requirement, a single side quest will be enough to tip you over, because they too reward a ton of XP.
You can win some extra XP by fighting well, and the better you do, the rarer the items you receive as rewards.
The biggest issue here is that if the host of a lobby gets disconnected, which happens often, everyone gets booted out with no XP or rewards.
They also serve a dual purpose of giving you a motivation to explore the expansive cities, it's fun to see hidden back alleys and secret rooftop entrances you never knew existed, but it's even better when the game rewards you XP and items for wandering.
The risk - reward system means you essentially need to decide if you want to go for easier, meagre XP gains or the full monty.
XP is also used to help «level» your character and I also like how you can choose your rewards that includes a new car, a cheaper car through the store or in - game credits.
As users progress, chests become available as a reward for earning XP.
Each new area opened up new possibilities, and my innate urge to explore not only rewarded me with necessary XP, but also with materials for new weapons and upgraded armor; and new or enhanced Monsties.
You can start by rewarding her with Experience Points (XP) and a welcome Badge for simply logging in.
Special Financing: 12 months special financing on new XPS systems, plus up to 6 % back in Rewards.
Flying Blue lets you earn two types of miles: «XP», which determine your status, and «award redeemable miles», which can be exchanged for a variety of rewards.
It's a stupid move, and means that those with the higher level weapons who can demolish enemies far more effectively than you are rewarded with even more XP, while lower players struggle to rank up and gain access to anything of note.
Smartly the game doesn't reward you with experience for killing everything you come across like so many games do, instead XP is granted for simply completing quests.
The Bad Ass perk is unlocked in your second batch of Perks and is incredibly dangerous, but very rewarding; for the cost of half your health you'll gain twice the XP for kills and anything else that earns you XP.
Completing this challenge a set number of times earns XP and monetary rewards.
Contracts and Pursuits are yet another way of earning XP and even some bonus rewards like new outfits for your character to wear, although far more outfits need to be made available to players so that we don't all look - alike, especially since the game's character creation tool at the beginning of the story is painfully lacking in options.
Another of the few original ideas that Zombie bring to the table is an emphasis on teamwork with a system that rewards you with extra XP and buffs when you're near allies.
The puzzles are simple, easy to solve, and yet are always fun to complete, with the reward being a hefty dose of XP and Salvage, as well as a treasure map showing you the locations of the various collectibles in the area.
Boasting the deepest, most rewarding multiplayer ever offered in Call of Duty, along with a mind blowing Call of Duty Zombies experience that, for the first time, features its own XP progression system, fans will experience a game that has been built from the ground up to be fast, action - packed and offer enough weapons to outfit and entire army.
We can't reward you with glowing balls of XP, a chicken hat (yet!)
Instead we reward teamwork with bonus XP which will allow players to unlock cool stuff faster.
Housed on a bounty board in the middle of your base, missions are various challenges that reward players upon their completion with coins, stars, and pins that build towards XP boosts.
Accumulating enough XP to level up results in an unlockable reward such as reaching level 12 unlocks a big ball; while the majority of the levels produce an alternative character skin such as attaining level 7 unlocks a new character skin for Dice.
Beginning on Thursday, November 24th, players will be able to unlock up to 28 unique rewards by reaching new XP levels in Sodium 2 (those of you've who've already made it to the top of the game will also be rewarded these items upon entering the Sodium 2 launch grid).
Balanced in - game currency and XP systems rewarding positive finishing positions Hydro jet upgrades Unlockable stunts
The XP system is implemented into every class in such a way that you're rewarded handsomely for do just about anything related to your class.
That's because in addition to the XP you'll earn through combat you'll also be rewarded with loot or varying degrees of rarity to beef up your gear, Tokens to increase your reputation, and the narrative also helps to flesh out the various characters and give a bit more background to the story.
As has become common these days, XP is rewarded for every kill and objective completed and will result in eventual level ups, often rewarding you even if you happen to be at the bottom of the scoreboard and making you feel a little less useless in the process, as well as giving you a sense of progression.
XP or EXP as it is referred to in Digimon can be gained towards levelling up by each individual Digimon when they have participated and particularly won a battle with battles also rewarding the player with yen, while some battles even yield prizes.
While every fight will give XP and credit bonuses, defeating the whole challenge will give the player a reward in the form of a loot box containing equipment.
These rewards come in the form of campaign XP that can be used to spin the Wheel of Rewards giving players the opportunity to win a Desert Sands Baby rewards come in the form of campaign XP that can be used to spin the Wheel of Rewards giving players the opportunity to win a Desert Sands Baby Rewards giving players the opportunity to win a Desert Sands Baby Roshan.
The anniversary event also includes new daily rewards, an extra raid finder chest that can be opened every day, the addition of the Black Ring Citadel to the raid finder, several quality - of - life changes (such as being able to disable PvE XP), and the return of Shadows of the Past and Acheronian Soul classic content.
Mechanically, that's most felt in the game's streamlined progression system, which trades out the crafting, upgrade trees, and a traditional XP system for a «challenge» based structure that rewards you with perk points whenever you complete certain tasks, like completing the aforementioned «stashes,» racking up kills with a specific type of weapon, traveling a couple of kilometers in the wingsuit, or completing stages in the game's «Far Cry Arcade» mode (which offers both traditional multiplayer and a level creator that functions as a sort of Mario Maker for Far Cry levels.)
Your ability to destroy a targets innards are rewarded with XP which in turn feeds into a levelling system that grants new equipment to play with, although as progression systems go Sniper Elite III's is nothing to write home about.
One example is how games have mastered the art of rewarding players, tapping into a simple part of human psychology, something which could be applied to everyday life with virtual XP and bars showing us how well we're doing and rewarding us with tokens to buy things.
The singleplayer is simply a list of tracks to complete with the reward being XP for finishing them which then levels up your rider and lets you unlock parts to customise your bike and character, which is great, but what isn't so great is that at the start of the game you'll have just four tracks to play around on — though you do have two free - ride area's as well — and yo can't unlock any more until you hit Rider Level 10, which takes a good bit of time.
XP and levelling up revolves around the amount of enemies you defeat as the number of experience points earned will be displayed to the right of a green meter at the bottom centre of the HUD, while XP is also rewarded for completing missions in any mode.
All core weapons and abilities are unlocked from the start, and the XP grind is sidelined - instead, a series of skill challenges rewards you with weapon modifications and the like.
The design challenge for Chen and Kunicke is clear: how to design dynamics that will make the player feel rewarded for such collaboration, without the standard bag of goodies (XP, treasure, weapon upgrades, etc.) games routinely rely on.
Race results mean in - game credits and XP, both of which tie into the acquisition of new vehicles (the latter via «level up» rewards), which in turn opens up the ability to enter a wider range of racing categories.
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