No idea how many read my 'pizza with onions' post a couple days back.
Was a failed attempt to spark discussion about the difference between the current 'include weapons in the trees', aka 'order off the menu, no substitutions' versus an open buffet, or 'what would you like on your pizza'.
I haven't said that there aren't good reasons for the 'menu', 'commonly ordered' combos like a the Hawaiian or Meat Lovers or Vegetarian.
Just seems like it'd be in the best business interests of 7dtd, like a pizzeria, to allow their customers to 'have it their way'.
Consider trying to look at the data the current tree system provides. Is there a readily apparent, fool proof, way to tell why a player goes x deep into a tree? Say a players data shows them with lvl 3 in Miner69er and lvl 3 in Clubs. Did they go clubs because they liked them? Or did they go clubs because it was the cheaper option, even though they might have preferred to go with the stun baton for a melee weapon? And the real reason they went Str was to buy M69 to be able to bash in safes quicker?
Sure if everything was an open, free to choose whatever, system, then the min-maxers would settle on that 'One Build To Rule Them All'.
But that's a -good- thing. Now TFPs would have clear data on what's OP'd, and can then address/balance it as they see fit.
M60? as discussed previously a rational movement penalty, can't swing to target as quick as a pistol, could make it _not_ the best in poi clearing.
Or Greasemonkey. If nobodys buying it it'd be easier to tell that maybe the vehicle schematics drop too early/readily.
To be clear, I'm not advocating for a pistol build to be equal with an M60 build when it comes to horde night. Nor that every perk should be equal.
Clearly even with a full freedom open buffet system players who take on multiple 'specialties' will have to decide what to lvl up first, making sacrifices in their progression compared to a build with fewer specialties.
But it could be set up so that two players picking the exact same build, except for their weapon/s, would be at par with each other, perk wise.
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@Roland , when I used 'noob traps' it wasn't intended as a, "damn these suck" kinda thing, more as what you posted. There are multiple ways to gets x, which is great. And tweaking some things about/around a few perks could make them less or not at all a 'trap'. Really depends on what the design goals are. Could be that the idea is to have a number of 'early game must have' perks that are intentionally devalued later on, so that the Respec becomes commonly used to regain those early game points. Not saying that's the goal of course. And yes, I clearly recall the early debates about even adding in the possiblility to respec. Doesn't rule out the pedulam swinging far to the other side