Originally Posted by Dadpool12a View Post
With the Attribute system designed around play styles. Will we see specialized traps for each play style to help with the BM instead of all of them in Intelligence?
I would like to see improved traps specifically designed around each attribute.
An...
With the Attribute system designed around play styles. Will we see specialized traps for each play style to help with the BM instead of all of them in Intelligence?
I would like to see improved traps specifically designed around each attribute.
An example would be for the Perception build...
Please don't take away the Jack o lanterns.
Though for Christmas I want Zombie Santa Claus that always drops a sack of goods. A Christmas tree and every trap from Home Alone for my BM base.
I have yet to put a single point into any crafting skill. I tend to find everything I need "not want" to survive the game. If I don't loot it, I will typically find what I need at the trader.
I place my land claim down so that I can move my crafting benches if I need to. So all I ever need to...
I would like to have the crafting benches for rent. Another idea is they are all broken and as you complete quests and build rep they become available.
But, I really like the idea of them being rented.
Madmole, the A18 attributes are a definite improvement over A17 and I'm enjoying the game much more than I ever had on A17.
Though I also feel the attributes are missing just a little something extra. I feel the negative feedback received from A17 might of inclined you to over correct the ship...
After playing today I did that reading thing and noticed several glasses/drugs/skills that give bonuses to attributes. With the attribute only affecting damage/decap for specific weapons this also degrades the value of the glasses/drugs/skills.
If no change is made to the attributes will...
I have to admit that the commentary of this post changed from my original intent, that was to merge weaker skills with the attributes to make them more meaningful and replace with better skills. The skills I suggested to merge with the attributes are not skills I would assume many players waist...
Again, If this is TFP intent I'm completely fine with it. However, naming them attributes and not classes is misleading. I think the skill system has greatly improved from A17. Though, I believe TFP need to name them classes or if they want to stick with attributes provide some benefit beyond...
With experience popping up every time I kill a zombie, it takes away that uncertainty that the zombie is actually dead. In past Alpha's I would always do the one hit in the head just to make sure. I know longer need to do that because when I see the experience I know he is dead.
A suggestion I...
One direction I would of liked to see crafting go is that you could not craft the best weapons/tools only loot those. Instead you could only craft the best mods and loot the basic ones. A combination of mods that could only be found and some you could only learn through skills.
This way you...
Actually, yes.
Calling it Perception or Strength is misleading. I would suggest TFP merge the skills like I suggested above or rename them to classes.
Perception to Marksman
Strength to Bruiser
Fortitude to Scrapper
Agility to Rogue
Intelligence to Macgyver
Otherwise it is rather misleading.
I really like the direction that A18 attributes are headed in and I'm having a lot of fun playing A18, however I believe the attributes/skills still need a few tweaks.
In A17 I often felt I was required to buy attributes, now in A18 I feel I'm wasting points sometimes to get skills that I want...