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Scyris

Scyris

50 minutes ago, meganoth said:

 

TFP did try that once in A17 and it was not well received.

 

If you look at strength like D&D strength you will always fail to understand the current system. The attributes may be called attributes, but they are classes. Each class needs weapons with corresponding perks and utility perks, otherwise it wouldn't be a complete useable class

 

 

 

Best option is most likely to make weapons/tools learn by doing, while having the other perks be stat based. This is how darkness falls does it. Weapons and tools are action skill based, action skill ups damage, dismember and headshot damage, and lets you up the levels of say pummel pete if you use clubs 1,10,20,40,60 for lvs 1-5. It then has some general perks like crafting quality that you can use skill points on or buy the levels from a trader npc after doing enough quests for her. Then it has classes, and each class has their own set of skills. Like hunter has one that allows you to detect zombies around you and flags them but also ups headshot damage with rifles. Farmer, has farming perks and a perk line that buffs shotguns that increase effective range and has other buffs. You unlock classes by crafting a class book that you get the materials from by scrapping other books, and then do a short quest line which gets you some clothing, food, drinks, and a weapon or tool and ammo related to what the class uses. Scientist has perks like physician, Yeah! Science and other things. There is also a class mastery with for most classes unlocks unique craft recipes unique to that class.

 

Its a far better system than what vanilla current has, and its an actual class system that has weapons detached from them as the basic weapon perks are based on action skill in that weapon type, since they are learn by doing skills, you choose which you wanna level.

 

The skill system is basically based off a16.4 which was by far the best skill system 7dtd has ever had. Only reason people say otherwise is because they never played a16.4 they only played whats available now so they have no idea there used to be a better system in the game. The crafting stuff being linked to action skill was a a15 thing, and I hated that part as well, but that was fixed in a16, and made its own skill line gated by char level. It'd not be too hard to have a learn by doing system for weapons and tools, and also keep magazines for determining craft quality.

Scyris

Scyris

39 minutes ago, meganoth said:

 

TFP did try that once in A17 and it was not well received.

 

If you look at strength like D&D strength you will always fail to understand the current system. The attributes may be called attributes, but they are classes. Each class needs weapons with corresponding perks and utility perks, otherwise it wouldn't be a complete useable class

 

 

 

Best option is most likely to make weapons/tools learn by doing, while having the other perks be stat based. This is how darkness falls does it. Weapons and tools are action skill based, action skill ups damage, dismember and headshot damage, and lets you up the levels of say pummel pete if you use clubs 1,10,20,40,60 for lvs 1-5. It then has some general perks like crafting quality that you can use skill points on or buy the levels from a trader npc after doing enough quests for her. Then it has classes, and each class has their own set of skills. Like hunter has one that allows you to detect zombies around you and flags them but also ups headshot damage with rifles. Farmer, has farming perks and a perk line that buffs shotguns that increase effective range and has other buffs. You unlock classes by crafting a class book that you get the materials from by scrapping other books, and then do a short quest line which gets you some clothing, food, drinks, and a weapon or tool and ammo related to what the class uses. Scientist has perks like physician, Yeah! Science and other things. There is also a class mastery with for most classes unlocks unique craft recipes unique to that class.

 

Its a far better system than what vanilla current has, and its an actual class system that has weapons detached from them as the basic weapon perks are based on action skill in that weapon type, since they are learn by doing skills, you choose which you wanna level.

 

The skill system is basically based off a16.4 which was by far the best skill system 7dtd has ever had. Only reason people say otherwise is because they never played a16.4 they only played whats available now so they have no idea there used to be a better system in the game. The crafting stuff being linked to action skill was a a15 thing, and I hated that part as well, but that was fixed in a16, and made its own skill like gated by char level. It'd not be too hard to have a learn by doing system for weapons and tools, and also keep magazines for determining craft quality.

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