Roland Posted November 10, 2018 Share Posted November 10, 2018 A lot has been written of late about the desire for a system where you gain advantages in an action by practicing that action. Those who are detractors of the Perk system say that it is flawed because by killing zombies they can magically be better at planting and harvesting corn. They claim that there is a huge disconnect between where they spend their points and the actions they did to gain those points. So........no. The new perk system is an open and free system that allows people the choice to play the game however they wish. If someone doesn't care about where points come from or how they are spent they can play it that way. If someone cares very much about where points come from and how they are spent, the good news is they can choose to play the game that way as well. For example: We earn xp from farming. There is a farming perk. I could grind farming at the exclusion of all else until I earned a point that came purely from farming and then pend that point to improve farming. We earn xp from mining. I could do the same as I outlined above. Now this is a very purist and probably very boring way for most people but for those who have been going on and on and on about how much they supposedly love this style of play....it is there for them if they choose to take it. And why wouldn't they since they talk and talk about how much they love it.... But there is an even less extreme way that those who say they like to learn by doing could do just that and here is how: The player could play the game doing all sorts of activities but probably (realistically) getting most of their points from killing zombies. Now lets say that this player wanted to be able to craft seeds and so wanted to put a point into the farming perk but they had not yet done any farming. Well, that player could then do some farming. Not enough to earn a complete point by solely farming but enough to feel that they had gained some experience and learning. THEN, they could spend the point on farming. Now lets say that the player wanted to improve their accuracy on headshots but knew that most of their kills had been by melee. Well, that player could then decide to practice headshots by killing the zombies by ranged attacks for the rest of that day and maybe the next to really put some headshot practice in. THEN, the player could spend that point on improving headshots. In this case most of another perk point would even have been earned purely by doing that action. In reviewing all the perks there is not a single perk that a player could not choose to practice before spending the point on that actions to improve it. And in the vast majority of the perks the actual action used to practice actually does earn xp which would actually contribute to the point that would be spent for that action. So why wouldn't a player play this way? 1) They actually care more about min/maxing and endgame rushing than they care about making sure skill progression matches the actions aligned with that skill. 2) They really don't care at all about learning by doing and are just fine with perk points earned not aligning with perk points spent. 3) They didn't realize they had such freedom to play the game the way the really wanted to all along (but now they do after reading this) 4) They don't like choices like these and want the game structure to force them to play the way they say they like to play. Maybe somone who says they like to learn by doing can explain why they wouldn't play that way given the fact that the game allows for it if they will just choose to do what they want. I like dead is dead and I sometimes choose to play that way. Whether the devs ever put a mode in that forces it or not I will play dead is dead whenever the mood strikes me because that is what I want. I've already decided to give what I've described a try although I am not one who has proclaimed learning by doing as the pinnacle of game design. Link to comment Share on other sites More sharing options...
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