PC Current state of class system

I dont like the class system. Make the skills separate and free from strength, int and agi trees.

For any "normal" player with 50-60 hours playtime in a playtrough 1x xp is riddicioulus. We always play on 2x xp or 2skillpoints per level.

It always ends up that i dont even touched the agi and stealth part. There is some stuff you have to skill 100%. Crafting, vehicles, ressources, tool efficiency, stamina,... when you got this you are 20-30 hours ingame and there is game allready over for many ppl.

At all: Its not really rewarding, not enjoyable. Its a ugly thought to skill funskills instead of practical stuff. Its gametime and lifetime when you hit that stone and ores for hours.

 
The only thing that kinda triggers some sort of OCD in me regarding the skilltrees are that you have maxed out everything at around level 276 or so, meaning the last points up to 300 becomes meaningless 😅   I would rather have too many skills and unable to max everything in a playtrough, than having to few skills and leaving some points to waste! 

So either add more perks to spend points on, or maybe you could get spicy and make some perks have 6-7 levels instead 5 as max! x) 

 
how often do people actually play to level 300? a more realistic point distribution should be balanced for level 200 (at 1x exp rate).

another question to ask would be how many hours do people typically spend on a map? on sp map, with average 90 min days, one might play to day 100 and have 150 hours in a map. i don't think people typically spend much more time than that on a map. this will likely translate to how long a typical player spends on an mp map.

if my assumptions are accurate, a progression system should be balanced for level 200/150 hours. a player should be able to max out 2 main skills and get 5 other skills to medium level. and if they play longer than the 'expected' time/levels, they'll just have an opportunity to improve more skills.

to get more accurate data to work with, one would have to conduct surveys on the player base to get their input on how long they spend on a map.

 
how often do people actually play to level 300? a more realistic point distribution should be balanced for level 200 (at 1x exp rate).

another question to ask would be how many hours do people typically spend on a map? on sp map, with average 90 min days, one might play to day 100 and have 150 hours in a map. i don't think people typically spend much more time than that on a map. this will likely translate to how long a typical player spends on an mp map.

if my assumptions are accurate, a progression system should be balanced for level 200/150 hours. a player should be able to max out 2 main skills and get 5 other skills to medium level. and if they play longer than the 'expected' time/levels, they'll just have an opportunity to improve more skills.

to get more accurate data to work with, one would have to conduct surveys on the player base to get their input on how long they spend on a map.
That seems pretty reasonable, pick the 2 main stats that you find the most fun then grab the QoL perks from the rest of the trees. With grandpa’s forgettin’ elixir you can afford to have players not get 100% of the perks so I wouldn’t be against this, though i think rebalancing would be in order.

 
There is some stuff you have to skill 100%. Crafting, vehicles, ressources, tool efficiency, stamina


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You may prefer to always skill those to 100% (perfectly valid approach!), but it's not a universal requirement. In fact I think most players do not max out crafting or vehicles since schematics (or just finished items) come pretty easily fairly early on by looting book stores and visiting traders. I used to spend deep into the engineering and vehicles tree, but lately I've been putting only a few points in there - enough to get the minibike and forged steel, maybe - and then relying on schematics for everything else. It's worked out pretty well, freeing up points to put into armor, bows, pistols, healing factor etc.

 
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Auto shotgun, mini bike, working mixer.... aaand done!

That is a completely viable build, first time, every time.

 
... but lately I've been putting only a few points in there - enough to get the minibike and forged steel, maybe - and then relying on schematics for everything else. It's worked out pretty well, freeing up points to put into armor, bows, pistols, healing factor etc.


At this point of the game when i find scematics or buy a motorbike at the trader i have it usually loong time before. All this walking, all this long ways walking home, all this times you hit wood, stone, ores, this times couldt be 70% shorter. All this time hammering on doors and safes couldt be triple as fast with some basic skillpoints.

I get your point but imo this doesnt feel right. Forced to play nomad long time because farming to build a base doesnt work with it. Abuse the horde nights with cheap wood bases. Live from the loot like a squirrel, digging holes, hide loot.

 
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