Ostentatio
Refugee
Ever set yourself up for something that you maybe should have thought through a little more beforehand? Because I now have a new one for myself: how would the game play if you only put points into one skill tree (+General)? A struggle, or just fine? You may think what, that's boring, and you might be right, but I was curious and so I set myself some restrictions and various settings- and I may or may not regret some of those choices, because this unintentional suffer-fest induced varying levels of 7DtD burnout over the last four months.
■■■■, issues with posting next sections due to auto-merge and size limits
... The goal of the general tree isn't to keep people out of the attribute trees. You get plenty of points to spend, so it's not an issue getting everything you want by late game. Mining fits in with strength. ... The idea was to move stuff that didn't really fit anywhere out of the attributes. Not to make it easy to avoid attributes. Just my opinion, of course.
I believe there were more discussions that prompted it, but these are the comments I can remember that made me wonder - how would it go to play solo and dedicate yourself to one particular role or stat, similar to what you might do in co-op with assigned teamwork roles? How much would you actually miss not being able to use any perk-skills from other trees? It stoked a curiosity, so at the start of November, I started my personal-challenge run to answer my own questions.This is not a problem, but rather a specificity.
When you play alone, you have to do everything yourself.
When you play in a co-op with friends, you can distribute roles and responsibilities.
PERCEPTION SPECIALIST: THE RULES
THE SETTINGS
THE MODS (the non-aesthetic and relevant ones, at least)
More Quests (12 quest options)
Bdub's Vehicles
BFT2020_BallAmmo (re-adds standard ammo to loot)
CraftFromContainers (customized: range: 5.0)
Enhanced Zombie Scaling
Vitamin and Painkiller Recipes (customized: more than doubled the recipe costs, added additional ingredients)
Improved Zombie Threat (customized: nerfed mod's loot changes; increased spawn numbers, ranging from x8 to x20 depending on biome/entity group, reduced respawn delays)
Working Devices (customized: only coffee machine and stove appliance were enabled and I only used the coffee machine this run anyhow, which removes most drinks from campfire)
15 Slot Toolbelt
Screamer Zombie Amount (customized: 10-25 per scream)
Zombie Reach Adjust (customized: reductions 10-20% from vanilla ranges)
T2 into T3 Grade Weapons
ZR Army Truck
SpawnSleepersInRange (added mid-run; customized: radius 10, vertical radius 4, current POI only, POI spawning method)
SStackTweaks (customized: don't remember specifics, but reduced a lot of the settings to half the default setting's stack sizes and number of affected items)
AirDropChallengeMod (customized: increased number of spawned zombies, 4-8/12-20/24-40/40-60)
Wandering Hordes PLUS (customized: zombie range 12-50; time range 6-18 in-game hours. Hindsight, should've made them more frequent because they were rare in this run)
Wasteland Cuisine
ZombieFallDamageFix (customized: I don't remember specifics, but I lowered it to half or less of the default damage settings)
Short-version for anyone who curled their lip in disgust at Adventurer difficulty and disabled blood moons: average 15x the normal zombie spawn amounts, feral sense added on days 7+14 with 50% XP and loot. I'm not saying it's necessarily a hard challenge run, but I found it to be a grueling grind.
- Only one perk point can be used outside of the chosen ability, aside from General skills. (Choice: Vehicle Madness)
- General may not exceed 10 spent points total.
- No weapons from other trees, must only use what the chosen ability boosts. (ie, Spear & Rifles only)
- One armor set for the whole run; no swapping for bonuses or effects beneficial in the moment. (Choice: Scavenger)
- Must turn in one quest per day, at minimum. Once a tier is completed and the quest to find the next trader is received, NO PRIOR TRADER may be interacted with AT ALL. All trader business must be done exclusively with the 'latest' trader. (Added mid-run for clarification: Quests must be highest tier available until at Trader Joel in the Wasteland.)
- No stat-boosting equipment mods to raise other stats. (includes cigar for its barter bonus, which also falls under 'swapping for bonuses')
- No double-looting of POIs (normal clear+quest reset). Clearing a POI then doing the quest for it later is acceptable, provided not done consciously & deliberately.
- No customized worldgen: 10k size, seed 'Specialist1' (because I thought I might do more than one run at the time, such optimism)
THE SETTINGS
- Difficulty: Adventurer (Default)
- XP Multiplier: 50%
- 24 Hour Cycle: 120 Minutes
- Daylight Length: 18 Hours (Default)
- Blood Moon Frequency: Disabled
- Zombie Day Speed: Jog
- Zombie Night Speed: Run
- Zombie Feral Speed: Sprint (Default)
- Zombie Feral Sense: *[See below]
- Air Drops: 3 Days (Default)
- Biome Progression: On (Default)
- Storm Frequency: 50%
- Player/AI Block Damage: 100% (both Default)
- Loot Abundance: 50%
- Loot Respawn Time: Disabled
- Death Penalty: XP Only (Default)
- Drop on Death: Everything (Default)
- Daily Quest Progression Limit: 4 (Default)
THE MODS (the non-aesthetic and relevant ones, at least)
More Quests (12 quest options)
Bdub's Vehicles
BFT2020_BallAmmo (re-adds standard ammo to loot)
CraftFromContainers (customized: range: 5.0)
Enhanced Zombie Scaling
Vitamin and Painkiller Recipes (customized: more than doubled the recipe costs, added additional ingredients)
Improved Zombie Threat (customized: nerfed mod's loot changes; increased spawn numbers, ranging from x8 to x20 depending on biome/entity group, reduced respawn delays)
Working Devices (customized: only coffee machine and stove appliance were enabled and I only used the coffee machine this run anyhow, which removes most drinks from campfire)
15 Slot Toolbelt
Screamer Zombie Amount (customized: 10-25 per scream)
Zombie Reach Adjust (customized: reductions 10-20% from vanilla ranges)
T2 into T3 Grade Weapons
ZR Army Truck
SpawnSleepersInRange (added mid-run; customized: radius 10, vertical radius 4, current POI only, POI spawning method)
SStackTweaks (customized: don't remember specifics, but reduced a lot of the settings to half the default setting's stack sizes and number of affected items)
AirDropChallengeMod (customized: increased number of spawned zombies, 4-8/12-20/24-40/40-60)
Wandering Hordes PLUS (customized: zombie range 12-50; time range 6-18 in-game hours. Hindsight, should've made them more frequent because they were rare in this run)
Wasteland Cuisine
ZombieFallDamageFix (customized: I don't remember specifics, but I lowered it to half or less of the default damage settings)
Short-version for anyone who curled their lip in disgust at Adventurer difficulty and disabled blood moons: average 15x the normal zombie spawn amounts, feral sense added on days 7+14 with 50% XP and loot. I'm not saying it's necessarily a hard challenge run, but I found it to be a grueling grind.
- Night 1: Sprint-toggle fumble... straight into my own spike trap and died. Yup.
- Day 7: Two burning ferals giving a concussion and the unending streams of ambient zombies following their feral-sense nose
- Day 9: Bug swarms and zombie swarms - right outside Bob's gate
- Day 18: I made a loud noise near an Army Post #7 in the snow biome. Dead within a minute; worst non-spawn-trigger ambush I've had in a long while in this game, likely thanks to SpawnAllSleepersInRange.
- Day 28, morning: At exactly 0100, in the middle of a nighttime Army Post #7 quest in the wasteland; 20-30 life-minutes running in circles without ever touching the central building, and got myself cornered. First (and only!) failed quest of the whole run.
- Day 28, evening: 2200, storm and nighttime happened at the same time... and I didn't have a roof or defenses on my base yet.
- Day 29: See above.
- Day 29: See above above. Storm ended right after this death, though, so I just went to pine forest to gather stone in the night.
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■■■■, issues with posting next sections due to auto-merge and size limits
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