Scrap Attributes and reorganize the perks

Old Crow

Hunter
Been thinking about this for a bit - Attributes don't make sense right now. Why exactly does Fortitude have any bearing how much damage you deal? What does it have to do with machineguns or brass knuckles? Scrap The attributes. Get rid of them. Reorganize the perks and skills into better trees (Weapons, Gathering, etc).

Take it further - add starting classes. Something that reflects what kind of background our survivor might have had prior to getting dumped in Navezgane. A mechanic might get a bonus to Grease Mon key and scrapping. A nurse would get a free point in Physician, etc.

Would be more immersive. You get a little starter, but can still build your character how you ultimately want, like a Souls game.
 
Take it further - add starting classes. Something that reflects what kind of background our survivor might have had prior to getting dumped in Navezgane. A mechanic might get a bonus to Grease Mon key and scrapping. A nurse would get a free point in Physician, etc.
I definitely don't want to see that. You already have 5 points for the starting task line. Throw them wherever you want.
 
Do you feel it would be limiting? Or just unnecessary?
Both.
I don't like useless choices. If a class just gives a few points in certain skills, then it will essentially be useless. I can do it anyway with the first free points.
If a class affects leveling, then it's not the best choice for a game where you do a little bit of everything. I can spend a week digging, or I can spend a week robbing. What I do in the game often depends on many factors, sometimes on needs, sometimes on mood. And in this case, these will be limitations.
 
Been thinking about this for a bit - Attributes don't make sense right now. Why exactly does Fortitude have any bearing how much damage you deal? What does it have to do with machineguns or brass knuckles? Scrap The attributes. Get rid of them. Reorganize the perks and skills into better trees (Weapons, Gathering, etc).

Take it further - add starting classes. Something that reflects what kind of background our survivor might have had prior to getting dumped in Navezgane. A mechanic might get a bonus to Grease Mon key and scrapping. A nurse would get a free point in Physician, etc.

Would be more immersive. You get a little starter, but can still build your character how you ultimately want, like a Souls game.
I would love this a knuckles and shotgun build with light armor And able to mine
 
Both.
I don't like useless choices. If a class just gives a few points in certain skills, then it will essentially be useless. I can do it anyway with the first free points.
If a class affects leveling, then it's not the best choice for a game where you do a little bit of everything. I can spend a week digging, or I can spend a week robbing. What I do in the game often depends on many factors, sometimes on needs, sometimes on mood. And in this case, these will be limitations.
Point is that to go with what truly floats your boat your points have to spread too thin. The separate categories Old Crow has suggested would eliminate that issue. You can invest in whatever you like without having to worry whether your points are being spread too thin or not. As for classes, why not? Souls games do indeed have classes to get people started, especially newcomers. You don't have stick with the one you picked, however. You can level weapons and skills any way you like thereafter and, with Grandpa's Fergit'n Elixir, you can even retrieve the points you spent in the beginning in 7 Days if necessary.
 
I'd prefer the current attributes without any of the effects they carry now. Str has nothing to do with strength, headshot damage on a shotty + dismemberment? Still as silly as the day they were introduced. I might miss the +50% headshot damage, but it'd make more sense without them.

On top of that, would be nice if the attributes buffed something related to the attribute... jump height, HP, book reading, carry cap, or some such .. I don't even need to name the attributes ;)

Classes could work in the game, but I Don't want these trees turned into classes. Designing new ones, either realistic like professions, or unrealisticly limiting like Borderlands / DnD ... to be honest, I think it's too much to ask. I could see a Warrior vs Rogue being implemented well, I dunno how a Mage would function in a "survival" game ... But I definitely Don't want a "shotgun class, comes with a mandatory blunt melee".
 
I'd prefer the current attributes without any of the effects they carry now. Str has nothing to do with strength, headshot damage on a shotty + dismemberment? Still as silly as the day they were introduced. I might miss the +50% headshot damage, but it'd make more sense without them.

On top of that, would be nice if the attributes buffed something related to the attribute... jump height, HP, book reading, carry cap, or some such .. I don't even need to name the attributes ;)

Classes could work in the game, but I Don't want these trees turned into classes. Designing new ones, either realistic like professions, or unrealisticly limiting like Borderlands / DnD ... to be honest, I think it's too much to ask. I could see a Warrior vs Rogue being implemented well, I dunno how a Mage would function in a "survival" game ... But I definitely Don't want a "shotgun class, comes with a mandatory blunt melee".
Well, I didn't mean fantasy classes like rogues, wizards and clerics. I meant something more like "Rescue Worker", "Medic" "Engineer" etc. They wouldn't be limiting either - you could still build how you like perkwise, you'd just get a starting bonus to certain perks depending on your class. They'd be more like backgrounds or what your job was before the zombie apocalypse.
 
Well, I didn't mean fantasy classes like rogues, wizards and clerics. I meant something more like "Rescue Worker", "Medic" "Engineer" etc. They wouldn't be limiting either
Yeh, I got the idea... I guess I see a "class" as actually limiting, though. "Background" doesn't really form a class; a class system is a set of different types of mechanics to "solve the same problem". The limitations are what make them interesting and possible to balance. A rogue can't backstab with a two-hander for a reason.

TFP just doesn't really believe in limitations ... :P
 
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