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New cost of the attributes (spoiler!!!)


SittingDuck

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26 skill points for a lvl 10 attribute is a bit much, even off the bat. Dropped the multiplier to 1.167 in my game, down from 1.2. That gives 1 1 1 2 2 2 3 4 4, which is a total of 20 skill points for a maxed out attribute.

 

Isn't that the best part of this game? One simple tweak to the XML and BAM! it suits one's preference. I'm definitely not a "modder" but I've never played an "unmodded" 7D2Die game yet.

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of course we will have to test it.

@ Willcheat level 1 attributes come for free. ^^19 Points with your version.

 

Are all Attributes at the same strenght? perhaps some should cost more and some should be cheaper?

Int. for example is nearly worthless at level 9 and 10 because you can get +2 Int with coffee and nerd glasses... and seriously for 11 skillpoints i would never buy that. perhaps there should be no int. buffs?

Except glasses were nerfed. Nerdy gives +1 tier to crafting quality and xp bonus, All the others give +1 instead of +2 now.

No gear boosts INT now afaik.

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I've done a modlet few days before the perks/attributes update to remove the cap lvl on attributes. I did quite the same as it is now, but a little bit different:

- all attributes cost 3 points

- You start with 20 points (build your character from the begining)

 

I didn't post it because it would be pretty useless now, don't know wich one i d like better thaugh... didn't have the time to test it.

However, i think this system this system suffer some issues.

My main problem with the perk system is that you have to spend points in intelligence no matter what (except if you got this one guy who craft everything for the crew).

If you want to be medic, you need to spend so many points in intelligence, even if you don't care at all about the other perks.

So you end up spending points in the crafting branch anyway, because it's cost efficient.

 

The player have a little bit more choice now, but It would be great to have some more freedom. Can't see a way to do that thaugh...

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Just registered so that I could post about this. I hugely preferred the previous skill point system with the level gating as it meant you could afford to spend things into stuff you didn't necessarily need but would quite like to have, as it wouldn't hold back your growth towards the things you're targeting to. Also, spending points is fun. Having to sit around waiting for 10 points to build up before you spend anything just feels awful. In the past, I would build up 3-4 points as I'd know how I wanted to spend them at level 40, for example, but then I might be out in the wild and realise that actually, I could really use with more agility or weapon damage or something and would spend them without worrying too much. It just felt more free.

 

I play multiplayer with my friends and I can certainly see how the system is now built around the idea of having an engineer, a defender, a sniper, a builder etc with everyone completely funnelling into one area. We've really enjoyed base building though and while we all specialise slightly in different areas, we like switching around what we do - someone mining loads one day, building base defendes another, out for an exploratory trip to look for loot on another et. It just seems more fun than being forced to have designated roles which the new system forces.

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Removing level gates and switching to higher points to perk is in the right direction. My opinion of course.

 

All it needs is some balancing of perk costs. You have to remember that the highest perk effects are now available to you much sooner than before, so that's a mitigating factor in your gameplay vs costs.

 

Agreed +!

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Hi folks,

So this build we don´t have a level cap but attributes cost more with each level.

1-3 cost: 1

4-6 cost: 2

7 cost: 3

8 cost: 4

9 cost: 5

0 cost: 6

 

I think it gets too expensiv in the high levels.

 

In context, i think it is fine. If you just stayed in one attribute, then you will max it out level 27, which is roughly a third of level 100. So hitting strength 10 with one mad push is possible. I suspect with proper point spending you can really specialize.

 

Now, once they fix the balance with everything else this system will be nice. the hunger mechanic is so stupid right now that it almost merits hateful memes. It is like playing amy schumer in a zombie apocalypse where you have to eat an oreo every 5 minutes or die, and the most dangerous zombie is the one that throws salads at you.

 

This perk system, combined with magazines, works. The problem with tweaking and trouble shooting stuff like this, is you get weird readings when you tweak two or more things at once, which is what they are doing. The stupid hunger really throws off our assessment of the perk system. As it stands week 1 you have to specialize in fortitude just to not starve to death.

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I honestly prefer the level gating, I level up rather quickly anyway so I usually have a forge on the day of the first horde night and I'm usually nearly level 30 by the end of the first horde night. Mind you I hunt zombies down!

 

In saying that, I believe the cost for attributes should be lowered slightly, I think the first 3 levels (2-4) should cost 1 each, then levels 5-6 cost 2 each, 7-8 cost 3 each and finally 9-10 cost 4 each, for a grand total of 21

 

Well damn, the lowered point costs almost matched what I said. I still prefer the level gating however since leveling is quite fast!

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Well damn, the lowered point costs almost matched what I said. I still prefer the level gating however since leveling is quite fast!

 

Yeah, in defense of the level gating, you had to diversify your points out, so you had a better chance of surviving. this mad rush for the forge is dangerous, and you are better off scavenging for iron tools then trying to make your own.

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Single player doesn't suffer at all from this. Single player has gotten the largest replay-ability boost in the history of the game. FINALLY, we can crate truly different builds and challenge ourselves to survive as completely different characters. The level gating stifled that because you had to reach level 100 before maxing out an attribute. Now you can do it when you are in the 20s and play most of the game as a specialized type of character with real strengths and weaknesses.

 

Wait a minute....are people simply not wanting to play the game with any weaknesses?

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Single player doesn't suffer at all from this.(...)

 

Wait a minute....are people simply not wanting to play the game with any weaknesses?

It seems to be that way sometimes. I still say it's the A16 spoiling symptom, where one would have 12 forges spitting out steel and cement sitting in an impenetrable fortress crafting steel tools by the end of week 1

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Single player doesn't suffer at all from this. Single player has gotten the largest replay-ability boost in the history of the game. FINALLY, we can crate truly different builds and challenge ourselves to survive as completely different characters. The level gating stifled that because you had to reach level 100 before maxing out an attribute. Now you can do it when you are in the 20s and play most of the game as a specialized type of character with real strengths and weaknesses.

 

That works when you chose between going edged or blunt. Or in other games between, fire and ice, between mele or ranged, and so on. Not when you have to chose between beeing able to carry stuff, be able to build things, be able to not be stamina drained, and so on.

 

And I am a player who loves rpgs, classes and games like that. But it doesnt work for such important things in a game. Between using guns or mele and such combat things. Sure, expand those skills and make the need for us to chose. But dont do it with the crafting and QoL perks in a crafting game.

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If i'm to be honest, about 1/3 of the perks I will never get so theoretically I could max out my character to the way my playstyle is.

I enjoyed the 'learn by doing things' in previous alphas, you want to be good at mining? then mine! Whereas now, you want to learn how to farm? Just kill lots of zombies hahahaha. I'm enjoying myself so that's the main thing :)

 

Level 100 is easy to get to for me, by day 32 or so (90 min days) is usually when I get 100, but I'm also used to a world lasting over 100 days. I'm more of a looter than a trader/crafter as I find it rewarding when you find that sweet sweet loot! So I don't rush for a forge or anything, but now I can get a bicycle a little earlier and have faster health regen sooner

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That works when you chose between going edged or blunt. Or in other games between, fire and ice, between mele or ranged, and so on. Not when you have to chose between beeing able to carry stuff, be able to build things, be able to not be stamina drained, and so on.

 

And I am a player who loves rpgs, classes and games like that. But it doesnt work for such important things in a game. Between using guns or mele and such combat things. Sure, expand those skills and make the need for us to chose. But dont do it with the crafting and QoL perks in a crafting game.

 

Could not have said it better myself. Im sorry Roland, I don't want to be starting over just to get to play the whole game in its entirety. I put in too much work in my games to just be dropping a world to get different perks.

 

They have nerfed early game to almost unfun levels, nerfed drops and kill the trader. The fun in this game is mid and late game and tbh I'm kinda dreading early game at this point. The last thing I wanna do is have to play early game over and over just to try out perks.

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Wait a minute....are people simply not wanting to play the game with any weaknesses?

 

Yes. That is the ONLY possible explanation... It couldn't be the thousand other reasons people have been posting, it HAS to be the one that's passive aggressively insulting and supports your argument.

 

Read my lips.

 

No new taxe... Er sorry, GRINDING IS BORING.

 

I want to play, not spend the first 3 hrs of the game day performing the same quests over and over again, just to get points that really do no good or affect my gameplay, just so I can loot a house or two just so I have a place to hole up for the night touching myself not moving, staring at a perk screen I can't use because I'm gated from doing anything else.

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Yes. That is the ONLY possible explanation... It couldn't be the thousand other reasons people have been posting, it HAS to be the one that's passive aggressively insulting and supports your argument.

 

Read my lips.

 

No new taxe... Er sorry, GRINDING IS BORING.

 

I want to play, not spend the first 3 hrs of the game day performing the same quests over and over again, just to get points that really do no good or affect my gameplay, just so I can loot a house or two just so I have a place to hole up for the night touching myself not moving, staring at a perk screen I can't use because I'm gated from doing anything else.

 

It seems like you are the only masochist here who finds it fun Roland :p

 

It's just grindy to most of us.

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Yes. That is the ONLY possible explanation... It couldn't be the thousand other reasons people have been posting, it HAS to be the one that's passive aggressively insulting and supports your argument.

 

Read my lips.

 

No new taxe... Er sorry, GRINDING IS BORING.

 

I want to play, not spend the first 3 hrs of the game day performing the same quests over and over again, just to get points that really do no good or affect my gameplay, just so I can loot a house or two just so I have a place to hole up for the night touching myself not moving, staring at a perk screen I can't use because I'm gated from doing anything else.

 

This.

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I do appreciate a progression that has more milestones than capable —> very capable —> Superman.

 

If I’m the only one then I’m fine with making the starter quest give 20 points so you guys can start out at nonboring nongrindy capable level and I’ll mod it back to 4 points so I can experience the whole progression since it isn’t boring for me. I’m a giver like that. :)

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I do appreciate a progression that has more milestones than capable —> very capable —> Superman.

 

If I’m the only one then I’m fine with making the starter quest give 20 points so you guys can start out at nonboring nongrindy capable level and I’ll mod it back to 4 points so I can experience the whole progression since it isn’t boring for me. I’m a giver like that. :)

 

That's why we love you Roland.

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To all the people in this thread who are opposed at the way things are now/for now in a17:

 

The game has just suffered a huge face washing and rebirth in this alpha. We all agree that gating stuff prevents indeed the ability to do said stuff. This game's perks might feel, for some, more like a restraint than a choice of which perk to specialize in ,because everything is important to the game core mechanics.

 

After playing it (b240) a while I must say that I like it.It is a good restraint in combat and in combat only for now. And mining/building is good also, maybe not as good ( we cannot live without mining perks/intelligence/crafting in a meaningful way ).And I firmly defend the way the alpha is now because we shall not pretend to balance more a mechanic in an alpha that is missing stuff (npc operated pois, npcs with IRON tools, Steel tools, crazy jacke's sons with moded axes..., npcs with lotz of workstations,npcs helping with the mining/building/repairing..... etc) My point being, let them do their thing which is going great and stop trying to ask for a balance that, while not perfect, is enough for now until they can really do the DEEP and FINAL balance. For a17 stuff is swallowable and leaves a sweet taste (don't quote me on that lol).

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I do appreciate a progression that has more milestones than capable —> very capable —> Superman.

 

If I’m the only one then I’m fine with making the starter quest give 20 points so you guys can start out at nonboring nongrindy capable level and I’ll mod it back to 4 points so I can experience the whole progression since it isn’t boring for me. I’m a giver like that. :)

 

Roland = bottom

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