Greetings one and all. This is long, long overdo, I've been frequenting these forums since A16, and have read thousands of pages of Dev dairy since that time .. it's kinda funny to feel a little like I know so many of you when you don't know me. Where to begin.. Oh yes.
So I've been watching streamers play since A15, and I have several hundred hours in myself and I've twisted the arm of a few friends to buy the game as well I like to think my opinion is as valid as anyone else's, but with such strong opinions here...
All that aside, here are my takes on some of the upcoming and more commonly discussed game systems:
- Learn by looting - is a victim of poor branding.- If we called it Learn by reading I can't help but feel like there wouldn't be as nearly as many people getting their tenderbits in a twist. Like all changes, It's hard to know exactly how it will play out without trying it ourselves. I think it'll be great in Singleplayer and I think it'll be not-bad in multiplayer as long as you're working as a team with your friends. If your friends are dicks, you've probably already had problems with teamwork in the past. Unless you have a self-imposed rule wherein you can only use gear that was player crafted, I expect the setbacks you encounter will be minor- but the benefit of smoother progression will be enjoyed .. No more - "I went 3 weeks before finding the forge recipe! Q_Q" - Nor will you feel forced to spec into it when this is the luck you have.
- Water Jar gate - I just think this is going to feel weird after the first 1-2 hours of dealing with It I'm pretty sure the vast majority of players wont think of it again, leaving only the most anal of the playerbase to have issues. [I think] I would have liked a different solution to this balance conundrum, but I understand this was done for the sake of balance, and I'm going to be real- I haven't gone (really)thirsty since my first 2 hours of overall playtime- Yes, in 7D2D in general, not like the first hour of seperate playthroughs, water has been freakin' easy-peasy.
- Farming / Living off the Land - I would have strongly preferred that instead of getting seeds back on harvest, there was instead a chance the crop just went back to seedling stage on harvest, saving time on replanting. Outside of that, It just seems to me there's a bunch of people that want to have large functioning farms without investing the ONE FREAKING PERK POINT to make it statistically viable. Hopefully they can find a way, no matter how soulcrushing to go without a point in Rule 1: Cardio for another level or something. Bloody tragic. Otherwise plant the seeds you find and stop crafting them.
- Perks - This is the spicy one. I see the benefit in another redesign but I certainly am not pushing for it. I really think there's 100 different takes to have on this. If it were my choice, I'd push for a hybridized system like Beelzebub mentioned- Learn by Reading, Improve by doing. Books/mags give your character the ideas [Unlocking schematics, perks], engaging in activities gets your character proficient enough to spend points in said perks. You spent a lot of time running around and now your athletics is level 15? Congratulations you're eligible to drop a point in XYZ improving your sprinting in some vague way! .. Got you hand to hand skill to 20? If you're going to stick with it, you should invest in the boost to punching damage.. You going to drag your ass on cacti until you're a boss at taking damage? .. I don't have a solution for this kind of stupid behavior, that's why I acknowledge the flaws in my argument.
Josh, Beelz, play nice. Snowdog, keep your pants on. Please, we beg of you.
Roland, if you move my first post, I'll be mega-sad. ;(
-- Looking forward to being part of the discussion, sorry for the wall of text!