Scyris
New member
I like some aspects of A20 but I feel dumbing down the gear system from 10+ slots to 4 is kinda taking it too far, it just seems like its going to cause more inventory clutter. Currently in 7dtd you can make a optimal clothes setting that generally gives you moderate protection in any temp, but to do this in A20 I have the feeling your going to need to carry extra sets of gear. I don't understand why you couldn't have added the outfits and kept the old system. a bigger inventory though can help with this problem somewhat. Would have been perfect that way. The linear loot I hope gets tweaked as it takes far to long to go from the stone to iron age imo. Love the new quest system, its going to be nice not getting locked into only having t5 quests to do that are never worth doing due to the time they take.
I do have a suggestion about the skill system though, get rid of the 5 stats, and make 3 pools, Weaponry, Defenses, and Survival. All weapons go into weapontry, all defensive things like armor etc in defenses, and perks like miner 69'er, motherload, physician etc go into survival. I personally hate the fact that weapons are locked to diff stats, really pigeonholes me into what I can use effectivly. My suggestion here would fix that problem, you still need to invest in weaponry and then the weapons perk itself, but at least now its all under 1 stat instead of 5. You could even implement crosspool skills, for example Parkour could be classified both as Defense and Survival, so have the active level of the perk be for whichever of the 2 pools has the higher level of it. Just to give players options. The current stat system works decently for multiplayer, but it sucks horribly for a single player game as its too limiting and you do not have party members to pick up the slack.
If your sitting there tanking hits from zombies your playing the game wrong, your not meant to sit and tank them, your meant to dodge, and avoid being hit. Armor is just there for if you screw up (and you will eventually) to lower the impact of that screw up. Look at any zombie movie etc, no one lets themselves get hit by zombies on purpose unless they are planning to suicide, as thats what the result will end up being as all it takes is a single bite to infect you and then your dead anyway even if you somehow get away. Getting hit by zombies is supposed to be punishing as your not supposed to let them hit you in the first place. The crit wound system just reinforces this part of it by making it more punishing. It also allows zombies to always be a threat cuz even if you have 80-90% dmg reduction, all the wounds are going to add up and eventually lower your health to the point they CAN kill you, which I am guessing is the goal behind the entire system.
If I had to complain about something it would be the stealth system, not only can zombies pick up footsteps WAY to acutely, there is also the poi design where they seem to sit most sleepers behind a block so you cannot get a clear shot at them, and since they hear footsteps so easly even with maxed stealth perks, you can't get a angle to hit them usually. IMO with maxxed stealth perk your footsteps should be pretty much silent unless your in full unmodded heavy armor.
I do have a suggestion about the skill system though, get rid of the 5 stats, and make 3 pools, Weaponry, Defenses, and Survival. All weapons go into weapontry, all defensive things like armor etc in defenses, and perks like miner 69'er, motherload, physician etc go into survival. I personally hate the fact that weapons are locked to diff stats, really pigeonholes me into what I can use effectivly. My suggestion here would fix that problem, you still need to invest in weaponry and then the weapons perk itself, but at least now its all under 1 stat instead of 5. You could even implement crosspool skills, for example Parkour could be classified both as Defense and Survival, so have the active level of the perk be for whichever of the 2 pools has the higher level of it. Just to give players options. The current stat system works decently for multiplayer, but it sucks horribly for a single player game as its too limiting and you do not have party members to pick up the slack.
Here's hoping we get rid of that obnoxious critical wound system. I don't know what was wrong with wellness system 2.0 or even 1.0. 2.0 Punished you for not taking care of yourself. 1.0 punished you for dying or being an idiot and throwing your corpse at a POI. The critical wound system seems to punish you for just playing the game which is really annoying considering the gamestage bound loot drops that were added in with the wound system....And the vultures
If your sitting there tanking hits from zombies your playing the game wrong, your not meant to sit and tank them, your meant to dodge, and avoid being hit. Armor is just there for if you screw up (and you will eventually) to lower the impact of that screw up. Look at any zombie movie etc, no one lets themselves get hit by zombies on purpose unless they are planning to suicide, as thats what the result will end up being as all it takes is a single bite to infect you and then your dead anyway even if you somehow get away. Getting hit by zombies is supposed to be punishing as your not supposed to let them hit you in the first place. The crit wound system just reinforces this part of it by making it more punishing. It also allows zombies to always be a threat cuz even if you have 80-90% dmg reduction, all the wounds are going to add up and eventually lower your health to the point they CAN kill you, which I am guessing is the goal behind the entire system.
If I had to complain about something it would be the stealth system, not only can zombies pick up footsteps WAY to acutely, there is also the poi design where they seem to sit most sleepers behind a block so you cannot get a clear shot at them, and since they hear footsteps so easly even with maxed stealth perks, you can't get a angle to hit them usually. IMO with maxxed stealth perk your footsteps should be pretty much silent unless your in full unmodded heavy armor.