Naz Posted January 5, 2019 Share Posted January 5, 2019 Players that want play solo or choose to be the crafter in a group get badly screwed. Having all your points into intelligence leaves you unable to clear out poi's when the feral glowy's start coming. you don't have the damage to kill them or the stamina to fight/run away. So what if you kept the current system but also made the crafting perks available as books in loot. Then players can specialize without being penalized and if they don't want to deal with rng they can have the option to buy the skills they can't find,problem solved no? Link to comment Share on other sites More sharing options...
u2020bullet Posted January 5, 2019 Share Posted January 5, 2019 Or just let us have learning by doing along with the current system. That way those that want to buy perks can easily buy the ones they don't want to grind, and those of us that like immersion can keep playing the way we always played. However, i do partially agree about books, some more rarer and special recipes should indeed require books since we can't create the complex knowledge from thin air. Link to comment Share on other sites More sharing options...
seagas Posted January 6, 2019 Share Posted January 6, 2019 I've been saying this the release of A17, I like the new perk system, but they need to add learn by doing, I mean is how it happens IRL. I like pretty much everything else on A17 compared to A16. just need to tweak the perk system to award skills by doing. Link to comment Share on other sites More sharing options...
HungryZombie Posted January 6, 2019 Share Posted January 6, 2019 I've been saying this the release of A17, I like the new perk system, but they need to add learn by doing, I mean is how it happens IRL. I like pretty much everything else on A17 compared to A16. just need to tweak the perk system to award skills by doing. Maybe if they separated things a bit. Like you level up and get skill points which you can invest in an attribute. Each level of an attribute unlocks a skill. Using the skill levels it up. You can have a few perks as well that you can use skill points on too if needed. Link to comment Share on other sites More sharing options...
Benjiro Posted January 6, 2019 Share Posted January 6, 2019 but they need to add learn by doing 1+ ... But this is in reality A16 with some tweaks. A big reason why it got removed is: Its was harder ( so the developers claimed ) to find the right balance. So they gave up and picked this XP system, what is way easier for them to balance. That is one reason i hear before. In my opinion both are just as hard to balance. The problem is a lot of the code has been rewritten in such a way, that they can not simply reimplement this system. It will takes weeks of work for a feature that the developers did not like anyway. Link to comment Share on other sites More sharing options...
lazerblade01 Posted January 7, 2019 Share Posted January 7, 2019 1+ ... But this is in reality A16 with some tweaks. A big reason why it got removed is: Its was harder ( so the developers claimed ) to find the right balance. So they gave up and picked this XP system, what is way easier for them to balance. That is one reason i hear before. In my opinion both are just as hard to balance. The problem is a lot of the code has been rewritten in such a way, that they can not simply re-implement this system. It will takes weeks of work for a feature that the developers did not like anyway. Once something more stable than this thing they call "stable" is released, we shall see. If progression.xml is anything like it was in A16, just adjusted for A17, then it's entirely feasible. I converted A16's progression to be more like A15, minus the spamcrafting, and it worked quite well. I'm just not willing to start modding A17 yet, because I know there's a lot of bugs and balance coming. But if it's doable, I'll be making an A17 mod to reintroduce LBD and remove the illogical perk purchase system wherein you buy abilities by killing zombies and leveling up. Attributes will still be purchasable, but not general skill. I might throw books in there as well, if that still works. Link to comment Share on other sites More sharing options...
Viktoriusiii Posted January 7, 2019 Share Posted January 7, 2019 Once something more stable than this thing they call "stable" is released, we shall see. If progression.xml is anything like it was in A16, just adjusted for A17, then it's entirely feasible. I converted A16's progression to be more like A15, minus the spamcrafting, and it worked quite well. I'm just not willing to start modding A17 yet, because I know there's a lot of bugs and balance coming. But if it's doable, I'll be making an A17 mod to reintroduce LBD and remove the illogical perk purchase system wherein you buy abilities by killing zombies and leveling up. Attributes will still be purchasable, but not general skill. I might throw books in there as well, if that still works. As I am completely incompetent at modding... would you want some other changes in your mod that I think would add to it (and would make me play A17 at last)? Nothing major (I think). Every trap that uses projectiles should give xp for killing a Z. (should be easy) perk magazines giving permanent perkpoints to spend (have read somewhere s1 already did it) quality back to 600 (as progression doesnt really make that much sense if you only have 6 steps, should be easish) Bladetraps(traps in general) should just cut off their legs (or other limbs depending on placement) and then let them crawl beneath them (probably way too hard and not necessary) those changes were what hit me the most with A17. The other stupid changes I can live with. Vultures beeing retarded and A.I. beeing homingmissles are stupidly annoying, but can be patched. You'd be my hero ^^ Link to comment Share on other sites More sharing options...
lazerblade01 Posted January 7, 2019 Share Posted January 7, 2019 As I am completely incompetent at modding... would you want some other changes in your mod that I think would add to it (and would make me play A17 at last)? Nothing major (I think). Every trap that uses projectiles should give xp for killing a Z. (should be easy) perk magazines giving permanent perkpoints to spend (have read somewhere s1 already did it) quality back to 600 (as progression doesnt really make that much sense if you only have 6 steps, should be easish) Bladetraps(traps in general) should just cut off their legs (or other limbs depending on placement) and then let them crawl beneath them (probably way too hard and not necessary) those changes were what hit me the most with A17. The other stupid changes I can live with. Vultures beeing retarded and A.I. beeing homingmissles are stupidly annoying, but can be patched. You'd be my hero ^^ I'll see what I can do. Since they introduced weapon mods, not sure about the quality, but I'm thinking that maybe if mods and base work together reasonably well, I may be able to abstract higher quality and make it act somewhat like Ark does for the various quality levels, but with mod attachments and a more variable base (like having a club do 150%+ damage AND having a "tiered" quality level). If dismemberment is still valid, and if it's still exposed in xml's, then that should be easy. Permanent perks should be viable, maybe... I'm hoping to not have to touch the C# code though... The hardest thing, believe it or not, would be traps giving xp - who gets the xp? The person that placed it? Last person to interact with it (like repair or reload)? Group / tribe xp? Probably requires C# coding. Link to comment Share on other sites More sharing options...
OnlyMeiya Posted January 7, 2019 Share Posted January 7, 2019 Players that want play solo or choose to be the crafter in a group get badly screwed. Having all your points into intelligence leaves you unable to clear out poi's when the feral glowy's start coming. you don't have the damage to kill them or the stamina to fight/run away. So what if you kept the current system but also made the crafting perks available as books in loot. Then players can specialize without being penalized and if they don't want to deal with rng they can have the option to buy the skills they can't find,problem solved no? I got by fine, I went high int to 8/10 very quickly then started to up my other skills, perception and boom headshot carried me well through till I was finding good armors. Link to comment Share on other sites More sharing options...
Viktoriusiii Posted January 7, 2019 Share Posted January 7, 2019 The hardest thing, believe it or not, would be traps giving xp - who gets the xp? The person that placed it? Last person to interact with it (like repair or reload)? Group / tribe xp? Probably requires C# coding. thanks so much! <3 about turret xp... this should be even easier in A16 as you simply need to give it to the "owner" (meaning placed down) as there are settings like "self" "allies" "humans" "zombies". It should already be in the code. Or even everyone in the "allies", as there is now a nice party system. I wanted this for A16 already (as I always felt that building it and supplying ressources is enough to earn the xp) but with the party system, this should be so much easier. If you can do it, that would be awesome. As you cannot (to my knowledge) combine mods, I have seen certain mods that would do these things, but not one that combines them. But even if not thanks a lot for considering it ^_^ Link to comment Share on other sites More sharing options...
PoppaTot Posted January 7, 2019 Share Posted January 7, 2019 I got by fine, I went high int to 8/10 very quickly then started to up my other skills, perception and boom headshot carried me well through till I was finding good armors. This, this is exactly how I've done it as well. Link to comment Share on other sites More sharing options...
LuckyStar Posted January 7, 2019 Share Posted January 7, 2019 I got by fine, I went high int to 8/10 very quickly then started to up my other skills, perception and boom headshot carried me well through till I was finding good armors. Yup same. Link to comment Share on other sites More sharing options...
Aldranon Posted January 7, 2019 Share Posted January 7, 2019 This is as easy as it can get: Change 1 point per level to 2 on the first line of progression.xml This is a strong boost for sure, but not bad for your average SP. Link to comment Share on other sites More sharing options...
Aesir Posted January 7, 2019 Share Posted January 7, 2019 This is as easy as it can get: Change 1 point per level to 2 on the first line of progression.xml This is a strong boost for sure, but not bad for your average SP. This is what I've done. Gives me a little bit of a helping hand without making me feel like I'm cheating and making myself OP. Link to comment Share on other sites More sharing options...
Ghostlight Posted January 7, 2019 Share Posted January 7, 2019 Players that want play solo or choose to be the crafter in a group get badly screwed. Having all your points into intelligence leaves you unable to clear out poi's when the feral glowy's start coming. you don't have the damage to kill them or the stamina to fight/run away. So what if you kept the current system but also made the crafting perks available as books in loot. Then players can specialize without being penalized and if they don't want to deal with rng they can have the option to buy the skills they can't find,problem solved no? I have 2 points to make about your statement... 1) Why is your crafter entering POIs solo? Send him in with the Strength-specced people, or keep him away all together. 2) You realize that the enemies a solo player will meet in a POI are puny compared to what a co-op team meets? I have played A17 heavily both solo and co-op. POIs are easy when playing A17 solo, even if you have dumped most points into Int, and even playing on warlord (as I was). Link to comment Share on other sites More sharing options...
Naz Posted January 7, 2019 Author Share Posted January 7, 2019 I have 2 points to make about your statement... 1) Why is your crafter entering POIs solo? Send him in with the Strength-specced people, or keep him away all together. 2) You realize that the enemies a solo player will meet in a POI are puny compared to what a co-op team meets? I have played A17 heavily both solo and co-op. POIs are easy when playing A17 solo, even if you have dumped most points into Int, and even playing on warlord (as I was). 1) It's a dedicated server so sometimes the crafter (in this case me) is on but the group isn't and I want to play when I want to play lol 2) they don't stay easy forever I'm at the point every poi has nothing but glowy, ferals and cops and when you only have a bow and low quality weapons with limited ammo (I've only recently unlocked crafting weapons) it's just not possible to clear and the server is on the insane setting I don't know what "warlord" setting is. I've started to spend some points on mining perks to make gunpowder and am having an easier time with coffee and hundreds of shells but still the cost to clear a poi just isn't very rewarding as is. Link to comment Share on other sites More sharing options...
Naz Posted January 7, 2019 Author Share Posted January 7, 2019 Yup same. I think it's when your facings ferals and cops but you still just have a bow, 2 quality weapons with limited ammo. Ferals and bows are a combination I suck at, can't melee them limited stamina (need it for running lol) won't do much damage anyway, I usually got as far as headshotting them with sneak damage then try kiting them but even with coffee I can run forever, I tried spikes but if you place too many they go a different way, they cost a lot of wood too and they just push through them in a second and murder me lol. Like I said above I'm managing mining at night making tons of ammo but they don't last, takes so many bullets/shells just to clear a house Link to comment Share on other sites More sharing options...
meganoth Posted January 8, 2019 Share Posted January 8, 2019 I think it's when your facings ferals and cops but you still just have a bow, 2 quality weapons with limited ammo. Ferals and bows are a combination I suck at, can't melee them limited stamina (need it for running lol) won't do much damage anyway, I usually got as far as headshotting them with sneak damage then try kiting them but even with coffee I can run forever, I tried spikes but if you place too many they go a different way, they cost a lot of wood too and they just push through them in a second and murder me lol. Like I said above I'm managing mining at night making tons of ammo but they don't last, takes so many bullets/shells just to clear a house If you are playing co-op and as a builder provide a fantastic base and ammo to your fellow players, why don't they supply you with adequate weapons? Do you have a level 5 composite bow and a similar gun all filled with mods? If not, demand your share ;-) Also if you expect to make solo ventures, you should put a decent amount of perk points into perception perks. At that moment you ARE a single player. Alternative might be to put some points into cardio and run away to a safe place where you can shoot at ferals without danger. I.e. put up some safe place on a water tank or in a small ruin and then scavenge the surrounding buildings, always using your slightly greater speed to lure them to your safe place. Link to comment Share on other sites More sharing options...
PoppaTot Posted January 8, 2019 Share Posted January 8, 2019 If you are playing co-op and as a builder provide a fantastic base and ammo to your fellow players, why don't they supply you with adequate weapons? Do you have a level 5 composite bow and a similar gun all filled with mods? If not, demand your share ;-) Also if you expect to make solo ventures, you should put a decent amount of perk points into perception perks. At that moment you ARE a single player. This, all of it. I'm a builder, but I sprinkle my points into perception and strength as well. by lvl 70 I am pretty much an OP SP lol. It works really well. And, as the builder, you should be in control of the bullets as well. You gather the resources and assemble them, you should be in charge of distributing them. ....and keep your fair share. Link to comment Share on other sites More sharing options...
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