It will be no different than now. Currently, to get the bonus you have to acquire a cigar. After the change, in order to get the bonus you have to acquire a ______. We don't know yet how it will work but what we do know is the following:
Every piece of an outfit adds a bonus for the player (more than we have now)
If all pieces match there is a significant bonus (more than we have now)
There will be fewer overall mod slots available for wearables than there is now. (less than we have now)
We really don't have enough specifics yet to be able to judge whether all of the new bonuses will end up being a good offset for losing the overall number of clothing/armor pieces in order to become fully kitted out as well as the loss of overal mod slots. I will say that in my opinion the armor mod slot situation has been grossly OP with no need for any decision making or variety of mod combos. With five armor pieces as well as clothing pieces all with mod slots it has never been any kind of game to managing and choosing what mods to use. There's plenty of slots for everything. So I think that going down to a total of four pieces will bring the number of mod slots into better alignment with weapons and tools. I absolutely hope they do NOT increase mod slots for the outfits so that it matches what we have had for the last few alphas. We need to be making choices about how to mod our gear-- not simply sticking every mod we get into an available slot because there are 20+ of them all functioning for armor....
Finally, you should never judge a new alpha by what you were or were not able to do before especially when balancing is part of what they are doing now. There are going to be many times during the coming year where something you just got for free will be changed to having to work for it or something that was never something to consider before suddenly becomes something to consider. Not that this change is even remotely one of those cases...
This will more than likely be my last post on the matter since no one seems to understand what I'm warning about in this update.
Everything in my post has bee nothing but facts:
player will have to carry multiple sets of armor now IF they want to accomplish what they use to be able to do.
Gameplay will become more tedious having to manage armor sets and a bloated imventory.
More of the players time will be consumed just to do tasks that otherwise were accomplished fairly quickly.
All the replys I've gotten are nothing but "Well we don't know yet or wait for it to be released or it could end up being this way or that ."
1: We do know the devs posted it
2: We don't have to wait for something to be released before we are allowed to give criticism, (good or bad although it does seem like only good is allowed here) thats kinda the point of releasing content updates.
3: Yes it could end up going one way or another, it could end up being an amazing move, but the fact remains, with the information TFP gave us as it stands in the current state this is looking to be a bad move.
I do agree that adding more mod slots wouldnt be good, by "adding" I meant adding things like cigars and goggles and shades as mods to keep the stat boosting items.
Although what you mentioned about having to make decisions about what mods to use instead of just equiping all of them would just make a game about resource management even more resource management heavy and therefore become tedious and dull. Especially when the focus of the game is survival, shifting the focus to gear would just seem off and distracting. Sometimes cutting the players some slack and easing up on one area of the mechanics (making it easier for players to use gear and less decision making in that area) and increasing the difficulty in others such as the toughness of zombies is a more balanced and structured way to do it.