Make general perks only cost 1 point

When I heard about them being made into general perks to make them more universally accessible I was excited but this version makes them less accessible not more. It makes you spend half or full as many points as you would normally spend on the trait to rank it up to the point one can get the perk. But now without all the other bonuses from having the trait up. Every trait has perks that make it useful as a secondary or tertiary trait and so even if the perk wasn't in your main trait there was generally at least one other trait that would be of interest by the time you were willing to spend points in these perks.

If TFP wants to keep some gating on them to keep them from being rushed then just put a level requirement on the higher levels. But apart from living off the land none of them are things one would want to rush particularly hard. Because all the rest of them are tertiary abilities or well lucky looter which needs you to have some games stage to multiply before it can really do anything.

Even living off the land isn't really that useful to rush early. Because to actually get farming up and running you need a bunch of farm plots/rotten flesh. The only thing you can really do by rushing it is get a lot of xp from foraging tons of flowers and cotton.
 
so for me(i havent played 2.0 yet) whenever something required 2 points to unlock i would stop investing in it entirely and just put my points elsewhere. it feels unpleasant to have to save up points to unlock the ability to save up points and if i have to drop two points into a skill type THEN drop two more into a skill well i spent three levels getting absolutely nothing at all which makes me feel like there is no point to leveling
 
so for me(i havent played 2.0 yet) whenever something required 2 points to unlock i would stop investing in it entirely and just put my points elsewhere. it feels unpleasant to have to save up points to unlock the ability to save up points and if i have to drop two points into a skill type THEN drop two more into a skill well i spent three levels getting absolutely nothing at all which makes me feel like there is no point to leveling
I disagree and that's why I would want other Perks like Miner69er in it. It's expensive but we'll worth it
 
Then play on a higher difficulty or if you want to slow power growth reduce xp gain.
All a higher differently does really is make zombies slightly stronger and do more damage that's it.

Zombies only make the Game more difficult to a point without making people mad about bullet sponges.

So many things taken away to reduce difficultly for newer players while older players get shafted

  • Weather (kinda)
  • Temperature
  • Disease
  • Other little things to make life hard
Basic gone
"Oh well the devs allowed it to be modded in"
That's great but the majority of people aren't on the forums too say "yeah this sucks" and alot of people don't mess with XML or mods, console Doesn't even have the choice.

So the devs bandaid solutions is just. Well we will make it so modders can add it again. Is so.... I don't even have words for it.

If it worked in the pass and your updating systems about it. Evolve around it and change it up.

Instead they are all or nothing.
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And other things can't even be changed in the base game settings it's all XML. Mods are great for adding truly different things but not basic frameworks
 
It's simple. Any of the perks they moved to the general Tab would have technically cost more in the attribute they were attached to. you had to account for the perk points needed to level up the attribute, plus the perk points for the perk itself.

the new system actually makes these perks a bit cheaper already. there is no reason to make them any cheaper, and only reasons to make them more expensive. especially if they balance out those perks so they are more attractive.
 
Then play on a higher difficulty or if you want to slow power growth reduce xp gain.
The game is not really all that difficult no matter what you do unless you use mods. Higher difficulty really just makes them bullet sponges. They take more effort to kill, but aren't really harder. They might hit harder, but I can usually avoid getting hit very often in this game, so that's not exactly a problem. Maybe I have to be a little more careful if I'm on insane, but it's not exactly a hard game.

Reducing XP actually makes the game easier. Increasing XP will make it more difficult. The reason is because your game stage that determines the difficulty of the zombies is based partly on your level. The faster you level, the faster you get the harder zombies. However, your ability to gain resources and equipment does not increase at an equivalent rate. So if you are gain 3x the XP, you get the harder zombies 3x as quickly, but your equipment will not be 3x as high and your resources will generally not be changed at all. That makes it harder to fight the harder zombies. If you decrease XP gain, now it takes zombies longer to increase in difficulty, giving you a lot more time to gain resources and equipment, allowing you to be much stronger than the zombies you're fighting.
 
Game stage is Level+adjusted days alive. Which adjusted days alive matches pretty well for equipment/resource progression. If you want to slow the other side of progression (equipment/resource) then lower loot abundance and or block damage, also if you feel the zombies never hit you/just become bullet sponges increase their speed aswell/instead.

Also they are already more expensive then they were before because the trait part of their cost was shared with all the other perks. Because when would you spend the points to level up the traits without getting at least one other perk? With them costing 50 or 100% of the trait cost that would have previously been needed to reach the next rank on top of the regular cost. The keeping them from being rushed was why I suggested level gating them.
 
Either way, they balance the game for default settings. At default settings, the game is easy. Making it easier isn't a good thing, which was the point I made.

People complain about them being in the attributes because they only take one or two traits from that attribute. If they were taking many traits from an attribute, the attribute cost wouldn't really matter, as you say. But since those are the people who wanted it in general, they shouldn't care about any savings from multiple perks in the same attribute saving points. For everyone else (who mostly aren't complaining about it ... at least so far), yes, you spend more than you would have if you were already putting a lot of points into those specific attributes.

I don't see them changing the points to 1 each level. Being able to max any 3-4 point skill with only 3-4 points (which you get within the first 5-10 minutes of the game if you complete the intro stuff) isn't a good thing. I personally think they shouldn't have a general tree at all and should just have left everything in the attributes. But we now have this and this is how they keep you from maxing a perk in the first 5-10 minutes of gameplay.
 
The default settings being easy are that way because that is what they feel the difficulty should be for a first time player. Of course that is going to be silly easy for any vet who doesn't have a disability.

If one wants to avoid them being rushed then either
A level gate them
B Make them require having any trait at X level to unlock.
C Make them require 2 of any trait at X level (to represent it being a secondary pickup)

Not that any of them are worth rushing as a first skill. Though living off the land can be a solid third skill. But that was already maxable with a trait of 5.

As for feeling they should not have been made general. I think that was to make room for other stuff and them wanting all non-general perks to have 5 ranks.
 
IIRC, currently the costs progress like this: 1 - 2 - 2 - 3

I was thinking about it a little yesterday. I wondered if they should progress like this: 1 - 1 - 2 - 2
I know that at least the third point of Master Chef costs 3. I used to max it, but I just can't justify spending three points to max it at this point.
 
I know that at least the third point of Master Chef costs 3. I used to max it, but I just can't justify spending three points to max it at this point.

Agreed. I usually only ever put 1 point in Master Chef since it doesn't gate any of the recipes.
 
Man I can't live without it at least level 2 that increases cook speed and reduced cost is so nice
I never wait for food to cook except rarely in the first day or two if I'm starving, so speed means nothing to me. The small savings in ingredients also isn't that important to me because you can find so much. If it let me make 2 of something for the same ingredients so that I saved on canned goods, which are really the only ingredients that are at all hard to get, then it might be of interest to me. As it is now, I'll only put points in it if I am out of other things I want to put points into.
 
If I were cooking for a group I could see it. As a solo player, by the time I'm ready to throw points that way I'm swimming in food.
I love it for water. And mass cooking for the homies

I'm the cook in the base mostly
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I never wait for food to cook except rarely in the first day or two if I'm starving, so speed means nothing to me. The small savings in ingredients also isn't that important to me because you can find so much. If it let me make 2 of something for the same ingredients so that I saved on canned goods, which are really the only ingredients that are at all hard to get, then it might be of interest to me. As it is now, I'll only put points in it if I am out of other things I want to put points into.
I don't really wait I'll go out about the speed is nice but thr reduced cost is what wins me over
 
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