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Back. Improvements and what's ♥♥♥♥.


Lord_Clown1

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Here's another one. Thank you fun pimps for making tools slightly more viable, although they won't be good enough even with the changes, they're still slightly better, so thanks.

 

But honestly, one thing that pisses me off atm is the level locks. The extremely tedious level locks.

What's the point in having a "class" system if you can't even specialize in a class.

Can you just either remove the level cap or make it reasonable.

Like, instead of level 20 caps on forge and such, maybe 10 would be reasonable, or 5 would be wishful thinking.

 

"+Character attributes added to better create classes and differentiate play styles.

+Must do activities in a category to improve the category and unlock perks in that category 7/24/18

+Not enough skill points to buy everything. Specialization is the vision. 7/24/18"

 

Everyone unfortunately have to play nearly the same way to progress, so that needs to be fixed, there near no different classes or playstyles atm, as everyone is forced to play nearly the same way. So, yeah, let us Specialize in a certain class by removing or changing level locks.

 

Please, make grades a little more relevant than for mods and durability, like maybe 10% extra damage per grade to blocks and entities.

 

I want to play the game the way i want to play it, more hardcore players such as myself don't want to be forced to play a certain way, and only that way to be able to progress even slightly.

 

I hated the new change in A16 from 15, and i hate this one even more, even if i'm loving the concept.

It would be fantastic if you removed the level caps or just changed them to each 5-10 levels.

 

So that you could max out STR or so at level 30-35. If you would want to do so. I find that much more reasonable, and i'm sure the majority of the community would agree.

 

You could do polls on these things, cause these things need urgent fixing and improving.

I've always loved the game, and i don't quite mind bugs, nor will i bash you for them, but when so many parts of the actual core gameplay are ruined, it just removes the fun.

 

The dungeon system has actually made 7dtd truly challenging, and i'm impressed by how difficult it is. Espescially on Survival and insane. Although, it may be a bit too difficult for the reward, as the guns are not quite optimized yet, which could be fixed by slight buffs.

 

Last idea for some gun perks, if you're specializing in a certain type of weapon, please make it so that it actually increases the damage of said weapon by maybe 5-20% per rank, like shotguns.

 

Love you guys, but, some things need to be said, cause i want to help improve the game too!

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I agree on the gun specific perks, they all pretty much seem worthless need some bonus entity damage to them to make them more attractive.

 

Forge at lv 20 is not that big of a deal, Loot some poi's, My current game I am lv 10 with iron fireaxe/pickaxe/sledgehammer, all looted, I also wrenched some broken workbenches to get 20 forged iron off each for repairs/repair kits.

 

My problem is more the stat gating than the level gating of perks. For example, the encunbrance system in inventory pretty much forces you to go str early game or the game is nearly unplayable with how slow you'll move. Yes, I know about the pouch mods, but they are very rare to find a installable one, and the perk needed to make them is lv 50 or 60+. Honestly the new inventory system pisses me off more than most other things. I feel the speed debuff needs to be halfed per slot, from 2.6% movement speed reduction per encunbered slot down to 1.3% or so, this way its still annoying, but its not annoying to the point your turned into a sloth.

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Well, i personally got to lv19 on the last server, had looted around 10 shotguns, 15 pistols, 4 snipers, 2 hunting rifles and 1 rocket launcher, as well as all tools (iron) and some mods.

 

so, getting those items isn't too hard, although most people seem to die trying, regardless, you can't call it specializing in a class if you have extreme level caps.

The forge by itself, i don't quite care about, i care about the actual class specialization. If i want to go full melee and oneshot tougher zombies with a sledgehammer power attack, or mine fast while losing defense, survivability and such, i want to be able to do so.

 

I will be really strong melee, but useless in so many other ways, but if someone wants to play like that, let them. Otherwise it's hardly a class system if i run out of persk that i want in a certain tree cause said perks are useless to me, i'm pretty much forced to go for the other trees and mix it.

 

The inventory thing would also be easier to fix if the level cap wasn't so extreme.

It takes 4-5 ingame days, so 4-5 hours on most servers to reach 19-20 if you play somewhat efficiently.

If i want to play that type of 7dtd, i'd play the truesurvival mod on a15-16, where everything is level capped, and you're pretty much a cripple throughout the entire early game, no matter what you do.

 

But a17 definitely has great potential, the things they have done well, they've done really well, but ofcourse, there are a lot of balancing issues now as well, which many others are mentioning. But yet again, i'm concerned about the core gameplay, if i'm allowed to play the way i want and have fun, i'll deal with the other balancing issues more easily as i'll have more options regarding how to deal with em.

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I find it rather stupid that the activities you perform in the game don't matter, only the exp you get for performing them. That is so very BLAND.

 

Example that illustrates how bad this is.....

 

I spend the whole day mining while my friend spends the same time killing zombies. He levels up 4 times and has 4 points, while I do not level at all. The very next day he can spend 4 points on mining-related perks and immediately be a better miner than me even though he has never once mined anything. That's crass and flavourless

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Straight from notes inside the items.xml's-

 

"So each of the 4 groups of ranged weapons would to a large extent let you engage all enemies so you could specialise in _one_ of them without being completely screwed at a certain point of game progression.

We _want_ players to specialise so we also have to make it feasible."

 

 

 

This seems to be the same ideology they have for all "specialization". So to translate their plan there.-

 

We want all play styles to end up being the same so we can call them all different.

 

And yes OP I agree with almost all of your points.

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The forge by itself, i don't quite care about, i care about the actual class specialization. If i want to go full melee and oneshot tougher zombies with a sledgehammer power attack, or mine fast while losing defense, survivability and such, i want to be able to do so.

 

I agree with this, levelgating takes away freedom, enforcing one mode of play and making all playthroughs very much the same regardless of loot you might find.

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I agree with this, levelgating takes away freedom, enforcing one mode of play and making all playthroughs very much the same regardless of loot you might find.

 

It's not so much that it takes away freedom, it's that it feels like you are restricted because you have to spread your points when meeting these locks.

 

I suggested incremental costs for the attributes to make specialization more prevalent, but I realized that it is not a great solution as that might cause players to spread their points even more. I'm sure TFP will find a better solution so that these locks are less obvious and for better specialization in the future. Anything, as long as the progression rate stays the same so that the player doesn't get end-game items from W1.

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But honestly, one thing that pisses me off atm is the level locks. The extremely tedious level locks.

What's the point in having a "class" system if you can't even specialize in a class.

 

The reason is, once estabilished with a base, guns and food, players got bored and asked for endgame content. I made a pretty cool suggestion myself, not too hard to implement IMO.

 

But adding level gates and just making us take loner to reach that point as a way to increase the playing time was much easier than adding endgame content.

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I totally agree regarding the skill system.

Right now, its all about placement of skillpoints, not about what you actually do in the game :/

 

For example, you can be just as good at cooking by going around all day killing zombies than you would be if you spent all that time actually cooking.

 

The pimps should either change the way unlocking of attribute-levels work, or they should turn them into progression-skills with 100 levels, like we had in previous alphas.

Progression-skills works much better with the ”must do activities in a category to improve that category to unlock perks for it” than the level-gating currently used.

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