Cheese Tyrant
New member
As I’ve said in another post, I love this game, and it is tremendously fun, but I’d like to offer some ideas that would enhance the player experience, in my opinion.
Personally, I enjoy the skill system as it currently is: divided between Perception, Strength, Fortitude, Agility, and Intellect. However, I’ve noticed that as the game progresses and characters gain substantially more levels, the initial appeal of the differences between each skill group tends to wither away.
People can eventually simply get all of the skills and do everything, which is fine, I’m not proposing any change to that, a survivor will want to get great at many things in order to live and thrive, and there’s no reason to take this away from players.
Though, for those survivors among us who chart out a course for a dedicated journey, and plan to play this game well past reaching level 75 or so, I feel that something is missing. Every player is essentially the same, or could be, after a certain level, as far as skills and perks and combat options are concerned.
I would like to keep that initial role separation that tends to occur at the beginning of the game, which many players enjoy at the beginning of the game - I’d like to keep that relevant, and noticeable.
I don’t want to shake things up too much and completely change anything really, but rather I propose to augment playthrough’s with the introduction of what I call “specializations”.
The gist of the idea is: at the beginning of the game, after you finish your initial demo challenge and get your 4 skill points, you additionally are awarded a single specialization skill point - the only one you will get the entire game. This way, players get an early choice to augment their playstyle, which will be noticeable for the entire time they play, and in my opinion, this specialization should grow in power/effect as people level up to keep players feeling like their specialization matters, even as they get stronger.
Here’s some examples of what I mean by this:
Let’s say you wanted to specialize in Strength, you could take your specialization point and select your Strength skill tree, and it’ll show you what specializing in strength will do for your character. Which could look something like this
Strength specialization:
Gain 1 additional health per level gained and permanently gain 9 additional storage spaces (not capacity like pack mule, but instead increasing the total amount that you can carry) in your backpack.
Accept Specialization? Yes/no
This process could repeat for each other skill tree, and I’ve come up with some ideas for the others, which I think will be moderately balanced. They are as follows:
Perception specialization:
Gain 1 additional loot bonus every 10 levels and gain the ability to empower your next instance of damage once every 60 seconds, this cooldown decreases with every kill made, minus 5 seconds per kill. Empowered damage bonus increases next damage instance by a flat value of 20, plus an additional 0.5% per level, maxing out at 20, plus an additional 150% damage at level 300.
Endurance specialization:
Gain 1 additional stamina per level and gain the ability to perform all actions as though you were not injured, when you are injured. The cost for being able move as if you were uninjured is receiving double damage from self-inflicted damage while injured. (I.e you take double damage from swinging a weapon with a heavy strike, or double damage from sprinting with broken legs).
Agility specialization:
Gain 1% additional speed every 10 levels. Gain a permanent 10% reduction of stamina cost for running, also gain the natural ability to reload weapons 10% faster.
Intelligence specialization:
Gain the ability to craft either a unique defensive or offensive robot that evolves over the course of the game, opening interesting and unique gameplay options for intelligence builds.
The intelligence option was the most difficult, because intelligence is support based primarily, and flavor-wise it doesn’t quite make sense for them to get stat buffs like the other skills do, in my opinion. Plus, I feel as though the robotic turret options for intelligence are irrelevant early game, because you simply lack the resources to use them. This specialization could aim to address that.
Personally, I would love to see TFP add a robotic mini catapult/ rock throwing turret, which can be used by intelligence builds early on in the game. It’s ammo can be rocks, and it can have a little enemy detection attachment as the other turrets do, and reload itself, provided it has rocks in its inventory.
I’d prefer this proposed catapult turret simply be added to the game as another robotic turret for intelligence builds. The way they could make it unique for this specialization in particular, would be if they mounted the turret on top of a toy tonka truck, or something similar, so that the turret could move around with the intelligence specialized character. With limited vertical mobility, due to being a toy truck. At least until players unlock the ability to make the turret hover later in the game, probably.
This catapult tonka truck turret could be the offensive specialization option.
The defensive option could be a support turret, similar to the flying drone unlocked later in the game. It could be a little flying toy helicopter or plane that needs batteries to stay active. It could have an ability to slow zombies by 20% for 10 seconds or so, once every 40 seconds in a medium area of effect of 8 by 8 blocks or so.
This would introduce some new things, mainly for intelligence builds, but other than that, I think the rest of this proposed change could be fairly easy for the TFP to create.
Thanks for reading this far, have a kick ass day!
Personally, I enjoy the skill system as it currently is: divided between Perception, Strength, Fortitude, Agility, and Intellect. However, I’ve noticed that as the game progresses and characters gain substantially more levels, the initial appeal of the differences between each skill group tends to wither away.
People can eventually simply get all of the skills and do everything, which is fine, I’m not proposing any change to that, a survivor will want to get great at many things in order to live and thrive, and there’s no reason to take this away from players.
Though, for those survivors among us who chart out a course for a dedicated journey, and plan to play this game well past reaching level 75 or so, I feel that something is missing. Every player is essentially the same, or could be, after a certain level, as far as skills and perks and combat options are concerned.
I would like to keep that initial role separation that tends to occur at the beginning of the game, which many players enjoy at the beginning of the game - I’d like to keep that relevant, and noticeable.
I don’t want to shake things up too much and completely change anything really, but rather I propose to augment playthrough’s with the introduction of what I call “specializations”.
The gist of the idea is: at the beginning of the game, after you finish your initial demo challenge and get your 4 skill points, you additionally are awarded a single specialization skill point - the only one you will get the entire game. This way, players get an early choice to augment their playstyle, which will be noticeable for the entire time they play, and in my opinion, this specialization should grow in power/effect as people level up to keep players feeling like their specialization matters, even as they get stronger.
Here’s some examples of what I mean by this:
Let’s say you wanted to specialize in Strength, you could take your specialization point and select your Strength skill tree, and it’ll show you what specializing in strength will do for your character. Which could look something like this
Strength specialization:
Gain 1 additional health per level gained and permanently gain 9 additional storage spaces (not capacity like pack mule, but instead increasing the total amount that you can carry) in your backpack.
Accept Specialization? Yes/no
This process could repeat for each other skill tree, and I’ve come up with some ideas for the others, which I think will be moderately balanced. They are as follows:
Perception specialization:
Gain 1 additional loot bonus every 10 levels and gain the ability to empower your next instance of damage once every 60 seconds, this cooldown decreases with every kill made, minus 5 seconds per kill. Empowered damage bonus increases next damage instance by a flat value of 20, plus an additional 0.5% per level, maxing out at 20, plus an additional 150% damage at level 300.
Endurance specialization:
Gain 1 additional stamina per level and gain the ability to perform all actions as though you were not injured, when you are injured. The cost for being able move as if you were uninjured is receiving double damage from self-inflicted damage while injured. (I.e you take double damage from swinging a weapon with a heavy strike, or double damage from sprinting with broken legs).
Agility specialization:
Gain 1% additional speed every 10 levels. Gain a permanent 10% reduction of stamina cost for running, also gain the natural ability to reload weapons 10% faster.
Intelligence specialization:
Gain the ability to craft either a unique defensive or offensive robot that evolves over the course of the game, opening interesting and unique gameplay options for intelligence builds.
The intelligence option was the most difficult, because intelligence is support based primarily, and flavor-wise it doesn’t quite make sense for them to get stat buffs like the other skills do, in my opinion. Plus, I feel as though the robotic turret options for intelligence are irrelevant early game, because you simply lack the resources to use them. This specialization could aim to address that.
Personally, I would love to see TFP add a robotic mini catapult/ rock throwing turret, which can be used by intelligence builds early on in the game. It’s ammo can be rocks, and it can have a little enemy detection attachment as the other turrets do, and reload itself, provided it has rocks in its inventory.
I’d prefer this proposed catapult turret simply be added to the game as another robotic turret for intelligence builds. The way they could make it unique for this specialization in particular, would be if they mounted the turret on top of a toy tonka truck, or something similar, so that the turret could move around with the intelligence specialized character. With limited vertical mobility, due to being a toy truck. At least until players unlock the ability to make the turret hover later in the game, probably.
This catapult tonka truck turret could be the offensive specialization option.
The defensive option could be a support turret, similar to the flying drone unlocked later in the game. It could be a little flying toy helicopter or plane that needs batteries to stay active. It could have an ability to slow zombies by 20% for 10 seconds or so, once every 40 seconds in a medium area of effect of 8 by 8 blocks or so.
This would introduce some new things, mainly for intelligence builds, but other than that, I think the rest of this proposed change could be fairly easy for the TFP to create.
Thanks for reading this far, have a kick ass day!