On 5/5/2024 at 7:15 PM, Unamelable said:A game that positions itself as coop multiplayer has a useless barrier to player play style choices.
In any co-op game that is designed around specialization within a team there will also be an aspect of negotiation between those team members on who is going to specialize on what. If you don't like to negotiate what your designated play style will be to help the team then don't play a team-focused game. Figuring out who is going to play which role at the very beginning is critical so that everyone can focus on progressing the specific skills they need for their chosen play style. There is no barrier to what you can choose other than what you can agree upon with your friends and I wouldn't call that a useless barrier. It is emergent gameplay at its finest. The game doesn't force any negotiation scripts upon players or even gray out choices once each player decides what they will do. The rules of negotiating roles is 100% determined by....wait for it....cooperation of the team. The game only sets the stage for a group of friends to hammer out the details of what they are going to do together and what each member's responsibilities will be. I can't imagine a better position for a co-op multiplayer game to place itself in. Its part of why my group enjoys the game so much-- particularly on subsequent playthroughs where we all want to try roles we didn't play the last time. It provides extremely powerful replay value.
On 5/5/2024 at 7:15 PM, Unamelable said:snip
I like the asymmetrical design of it. If everything was equally expensive no matter what tree you chose then people wouldn't play the game in all its variety. They would always take the most optimal skills and quickly tire of the game. I'm glad that this game simply makes going cross-attribute more expensive rather than impossible like some games do. It seems like you just don't like the expense and how long it takes to be able to afford all the skills you want that reside in different attribute branches. The answer is going to have to be to mod or use the giveselfxp command or change the xp earning settings to gain skill points faster and mitigate the costs you don't enjoy.
I do think it would be cool if there were a tool that made the perk trees modular so you could easily rearrange perks and put them in different trees--gather the ones you like together into a single branch and then when you started that game the perks would be rearranged in the manner you desired. That could be fun to experiment with.