Aldranon
New member
People people! There's plenty of food for everyone!Even Sham is superior. Fight me.
I've opened a stall outside of PAL's Marina. Bring your Duke's. All your Duke's.
People people! There's plenty of food for everyone!Even Sham is superior. Fight me.
We do care about it. I never want to see stuff added to the game that ends up being useless, because then it was waste of time and we only have so much of that. There was not enough time before experimental to make the sledge better, but this week I finally had the chance to get the ragdoll effect working, add knock backs and fix bugs I saw (range, targeting and attack delay). It now works well and could be an insane monster if we wanted by changing speed, knock backs/ragdolls and damage.Like with the Junk Sledge, I know I'm in a minority with caring about that, so I try to frame my arguments as "people who play Int builds could benefit from it not being bad".
What do you mean perfect? If you mean flawless I can't agree at all. If serviceable then sure, but far from perfect. I know this is a bit off-topic but I am curious.I laugh at all the critics about Skyrim, to me it was perfect.
We do care about it. I never want to see stuff added to the game that ends up being useless, because then it was waste of time and we only have so much of that. There was not enough time before experimental to make the sledge better, but this week I finally had the chance to get the ragdoll effect working, add knock backs and fix bugs I saw (range, targeting and attack delay). It now works well and could be an insane monster if we wanted by changing speed, knock backs/ragdolls and damage.
Kinda agree.....That is an obvious thing to say. But I am still forced to expend in an attribute I don't wan't to expend. Who are you to force me into getting Strenght, even if it's the most convenient thing in the universe because I also get to use other perks and get a free lollipop out of the bargain?
Another perk page has the benefits of:
1. Not forcing me to expend in an attribute.
2. More screen space for other perks for the affected attributes in the future.
3. Could be made more straight forward and not even have attribute gates OR be steeper, OR not be steeper OR having a coloured scarf, doesn't matter because the balance problem is solved as nobody forces me to pick strenght.
What kind of game that advertises itself as a roleplaying game compels you in the lines of :
"sorry dude, you need to be a baker in order to be an efficient plumber, that's just the way it is. I don't know what nonsense are you spitting dude, a baker attribute is cheap and you can get it in no time and you can even pick a fork faster in the future duude. Good balance dude, you are blind."
Like and subscribe dude.
That might be ok, but requires time to redesign and redevelop. All I'm asking is for a bit of sense and freedom by putting general use perks into one separate page. Hardly a stone in development time. I can only see benefits to the overall gameplay experience : more space for more perks in the future, absolutely no obligation to invest in an attribute even in the long term and a straightforward and easy to manage balance if someday a crazy perk idea comes up and TFP want to add it in without any balance problems.Kinda agree.....
I get the idea of wanting the players select different play styles, adding replayability etc., but the game is created in a way that some people fancy not restarting at all, but refurbishing a entire city over a long period of time. As one example. So that point of view is inherently flawed, at the current state of development. Perhaps this will change more, when end-game content is in, and perhaps you get accumulative bonus for completing the main quest as different character classes. Even then though, that will probably not make a big difference.
The solution I see, is NOT starving the players for perk points. Let the pathing through the system be purely about, what is important first for survival at this gamestage. Then as gamestage progress, give more ways to unlock perks or give more perk points, so that you can more freely play the way you want, and not feel deprived by your preferred way of playing the game. So that in a reasonable timeframe, you are able to unlock all the perks you want.
Is it just people that want to live underground that feel bad that they have to use certain attributes?
Khalagar said:The attribute / perk system would make way more sense if it was just broken down into the common sense roles, so people could do different builds but also get value from every point.
It would be way better if the base attribute was actually useful and provided value on it's own
Fortitude = points in attribute itself raise health, and then all the perks in the tree are the damage resistance perks and healing perks
Strength = points in attribute increase block damage or increase carry load like Pack Mule, and then the perks could be a perk for each melee weapon and for mining etc
Agility = points in attribute increase default move speed or grant the parkour perk or something, and all the stamina perks could go here
Perception = points in attribute increase headshot damage and all the individual gun perks go here
Int = points unlock crafting recipes as you invest in int, and the actual perks could be stuff like the wrench perk, junk turret stuff, charisma stuff etc
You'd still have builds, but it wouldn't punish you for going after perks in an attribute tree that you don't use the weapons for. My friend always wants to max out the Parkour perk so he can jump higher, but then runs around with an Ak47 and grenades. So every single point he puts in the agility attribute is completely and totally wasted and he gets quite literally 0 value out of like 15+ levels worth of points, but had to spend all of those points on pistol and bow damage, just so he can jump higher
Yeah, I think there's a wee bit much. I've got like 9K cobble stone and cement, and that's after using like 14K on building. I can easily get 2-4 full stacks from clearing stuff like a shotgun messiah or Shamway factory and just breaking down the bags. ATM there is basically no reason to mine at all, but Mad Mole said they are nerfing ammo so that might make nitrate and coal have some purpose again.I really liked the addition of cobblestone/cement blocks but imo it is way overtuned. I'd like them way more if they felt like an event, just like a book store brings you books, a construction site could bring you building materials. Alas right now they are everywhere and undervalue mining greatly.
The problem with this is you'll run into the same issue. What if you want to be faster but don't want any of the perks in agility for instance? Or what if you're interested in whatever requires Int but would much rather have extra block damage? It's basically the same issues any way you paint it.Khalagar said:Fortitude = points in attribute itself raise health, and then all the perks in the tree are the damage resistance perks and healing perks
Strength = points in attribute increase block damage or increase carry load like Pack Mule, and then the perks could be a perk for each melee weapon and for mining etc
Agility = points in attribute increase default move speed or grant the parkour perk or something, and all the stamina perks could go here
Perception = points in attribute increase headshot damage and all the individual gun perks go here
Int = points unlock crafting recipes as you invest in int, and the actual perks could be stuff like the wrench perk, junk turret stuff, charisma stuff etc
You'd still have builds, but it wouldn't punish you for going after perks in an attribute tree that you don't use the weapons for. My friend always wants to max out the Parkour perk so he can jump higher, but then runs around with an Ak47 and grenades. So every single point he puts in the agility attribute is completely and totally wasted and he gets quite literally 0 value out of like 15+ levels worth of points, but had to spend all of those points on pistol and bow damage, just so he can jump higher
What if you want to be faster but don't want any of the perks in agility for instance?
Only problem is; who defines what is 'general use'. Your playstyle? My playstyle?That might be ok, but requires time to redesign and redevelop. All I'm asking is for a bit of sense and freedom by putting general use perks into one separate page. Hardly a stone in development time. I can only see benefits to the overall gameplay experience : more space for more perks in the future, absolutely no obligation to invest in an attribute even in the long term and a straightforward and easy to manage balance if someday a crazy perk idea comes up and TFP want to add it in without any balance problems.
See, that's the problem there... your approach makes no sense in real life.You still just Invest in agility? You can freely invest in the attribute, and the attribute should be valuable on it's own, so if you think 1% movespeed or something is worth a perk point, you can stick a point in Agility and aren't obligated to go for the perks in the tree itself. Same for Int
That's basically the point. Right now, perks are gated behind attributes, so you have to put 15 points in Agility to jump high, but if you don't use pistols or bows, those 15 points are completely useless. If you wanted 10% more movespeed but nothing else from agility, you could still just invest your 15 points in agility and get what you wanted, instead of having to invest 15 points in something you will get zero value out of, and THEN invest another 5 points in the thing you actually want that benefits you
In my mind, every single perk in the game should have value on it's own. Not necessarily for every build, so there's nothing with a perk that focuses on bow damage specifically or something. But gating perks that are good for many builds behind attributes that are ONLY good for ONE build is the issue. The goal should be for the player to get value out of every perk point they *have* to spend. Like if I want miner 69 but use only snipers, I'm at least getting value out of my points in Strength because they increase my base block damage or increase my carry load or something