Skeeter63082
Refugee
So with b231 we got to see what A17 would be like without level gating, but higher perk tier costs as you progress. The original system was easier to grasp, but made some aspects of progression very painful. The new system requires a bit of planning, but allows way more freedom of progression. I've kicked this idea around in a few threads and after playing b231, I feel this would be the best solution for the game in its current state.
All tiers of the governing stat up to 5 have no level gate. This means you can spec into INT5 and get your forge as soon as you get the points to do so, but after that point there will be a level 30 gate, then 40, 50, and so on as it progressed before. This will allow early game progression to happen more organically than linear, and in the first week or so of the game you need flexbility more than anything. Beyond that point, you have to gain higher tech and abilities through hard earned experience.
What does this ultimately mean?
It means that in the early days of the game, you can fairly quickly get your forge, bicycle, workbench, chemistry station, table saw, basic electrical, lower tier armors, standard ammo, some basic survivability perks, get your farm stated, craft low tier mods, and boost your offensive and defensive skills to a fair level, BUT, you can't do it all. You'll still have to pick and choose what you need most under the circumstances and move that direction. Then, once you hit level 30 another wave of things will be available to you, then again at 40, etc.
I feel this would give people the most flexibiliy at a point where they need it most, but still prevent most players from having god tier items and be completely OP and outfitted by the first or even second BM. It would still space out major jumps in technology while allowing the freedom to specialize.
What do you guys think?
All tiers of the governing stat up to 5 have no level gate. This means you can spec into INT5 and get your forge as soon as you get the points to do so, but after that point there will be a level 30 gate, then 40, 50, and so on as it progressed before. This will allow early game progression to happen more organically than linear, and in the first week or so of the game you need flexbility more than anything. Beyond that point, you have to gain higher tech and abilities through hard earned experience.
What does this ultimately mean?
It means that in the early days of the game, you can fairly quickly get your forge, bicycle, workbench, chemistry station, table saw, basic electrical, lower tier armors, standard ammo, some basic survivability perks, get your farm stated, craft low tier mods, and boost your offensive and defensive skills to a fair level, BUT, you can't do it all. You'll still have to pick and choose what you need most under the circumstances and move that direction. Then, once you hit level 30 another wave of things will be available to you, then again at 40, etc.
I feel this would give people the most flexibiliy at a point where they need it most, but still prevent most players from having god tier items and be completely OP and outfitted by the first or even second BM. It would still space out major jumps in technology while allowing the freedom to specialize.
What do you guys think?