BFT2020
Well-known member
All of this is why I'm in favor of the XP-for-survival idea. Every 60 IRL minutes you survive you get a congratulatory package of XP. Every time you die, you take a hit to the 60-minute counter. Do what you want - mine, craft, farm, kill, loot, make a pass at Joel or Jen - doesn't matter. If you survive, you make progress. No more XP farming, the only goal is to survive another day. Roland passed on to me his 0XP mod from A18 and I'm sorta dipping my toe into the DLL modding side of things to see if I can put something like this together. I'm sure it's doable, I just have a lot to learn about the game's main DLL.
I really want this, even though I only play SP.
There are advantages and disadvantages in LBD, like any advancement system.What's funny about that Roland, back in A15 the more you crafted a tool, the better you got at it. There was 0 need for exp at all regarding weapons or tool quality. Nowadays? You need exp for everything involving weapons. You quite literally rely on exp to make a better pickaxe, didn't used to be that way in A15. Even A15 allowed you to combine tools in a workbench to get better ones up to level 600.
I been splitting my time between 7D2D and another zombie survival game that does use LBD. While some of it is okay, other parts of it make me think WTH....like improving first aid skill by constantly digging in the ground to scratch up my hands to heal them over and over again, or purposely getting poked by broken glass...otherwise it is a very slow grind to even advance one level (my approach to survival games is not to get hurt, no matter what).
Then there is the issue I see all the time with LBD where you spend all day crafting hundreds and hundreds of stone pickaxes, then magically you are able to craft a max quality steel pickaxe.....