Well, then increase the points needed for them. The problem of the "forcing me to chose miner/motherload/sexrex every single time I play with every single attribute that is not strenght" when I want to mine is still there.It really comes down to players not wanting to make choices.
They want the path to their preferred combination of perks all highlighted and linear with zero points "wasted" on something they consider non-essential.
There are 2 problems with that.
1. The gameplay of this game's skill system is based on making choices.
2. It's not going to change.
It's not even a problem of them being "locked out" of certain perks. You can get over 300 skill points. Their problem is that they want easy access to a very specific set of perks that makes their particular play style easier.
Putting together a new attribute for the purpose of maximum OP with least skill points invested is good material for a mod, not the vanilla game.
I really love this game, just bought it a short time ago but already pumped over 100 hours into it. While it is great that you are still updating the game to try and fix problems and add content, it really disincentivizes me to play if every time you update it I can no longer play my old saves. I spent so much time leveling up my character and building up my base defenses and now to play with the new version I have to start the game all over... sure I can opt out of the beta and play an older version, but that is a lot of time downloading and reinstalling versions when I want to change characters, such as when I go from my single player game to my multiplayer game. And then when another version comes out I would have to start over again... isn't there a way to make it so games could be imported from one version to another? Skill points could be returned so that players could redistribute them in the new skill trees, removed items could be taken out but all other items left alone, etc. I've played other early access games that go through several versions but my early saves are still playable in the new builds.
With time you get used to it.
I hate the game for this very reason. Hours and hours working for nothing. But when you buy it, the game says "early access" and against that it can't do or say anything. Ha Just forget and start again.
It will heal your wounds. I say this from experience
(Or you can also give yourself everything as the "good mod" but it will never be the same and you will live in nostalgia)
rubens9311 said:
Code:[SIZE=14px]With time you get used to it. I hate the game for this very reason. Hours and hours working for nothing. But when you buy it, the game says "early access" and against that it can't do or say anything. Ha Just forget and start again. It will heal your wounds. I say this from experience (Or you can also give yourself everything as the "good mod" but it will never be the same and you will live in nostalgia)[/SIZE]
Please I need you to tell me how to answer without that white background. I hate it.
That is an obvious thing to say. But I am still forced to expend in an attribute I don't wan't to expend. Who are you to force me into getting Strenght, even if it's the most convenient thing in the universe because I also get to use other perks and get a free lollipop out of the bargain?
Another perk page has the benefits of:
1. Not forcing me to expend in an attribute.
2. More screen space for other perks for the affected attributes in the future.
3. Could be made more straight forward and not even have attribute gates OR be steeper, OR not be steeper OR having a coloured scarf, doesn't matter because the balance problem is solved as nobody forces me to pick strenght.
What kind of game that advertises itself as a roleplaying game compels you in the lines of :
"sorry dude, you need to be a baker in order to be an efficient plumber, that's just the way it is. I don't know what nonsense are you spitting dude, a baker attribute is cheap and you can get it in no time and you can even pick a fork faster in the future duude. Good balance dude, you are blind."
Like and subscribe dude.
Someone could call a game he plays hundreds of hours in and never has a dull moment perfect. Absolute perfection in anything we do is impossible anyway.What do you mean perfect? If you mean flawless I can't agree at all. If serviceable then sure, but far from perfect. I know this is a bit off-topic but I am curious.
Forget about arguing attributes because of their names, they are just passable labels to something that has no fixed name. Even class names like miner or sniper, who I would prefer, are only approximations.I haven't seen anyone saying that being stronger shouldn't result in being better at things that obviously take strength.
Yet the Bow, which would require the most strength of any in-game ranged weapon gains nothing from upping strength.
Breaking things out of these clumsy pseudo 'archetype' templates would allow a true, pure Strength Attribute to benefit Bows, and Clubs, etc.
Would also allow for Crossbows to not benefit as much from Str, so a "stealth" player who wasn't also miner, or club user, could decide to go with crossbows over bows.
Edit: extrapolate from there. No suprise a more open system would support more choices.
That`s for a massage, aim it very near to a head of a zed, it will feel better for life when triggered, I mean when you turn it on.
With time you get used to it.
I hate the game for this very reason. Hours and hours working for nothing. But when you buy it, the game says "early access" and against that it can't do or say anything. Ha Just forget and start again.
It will heal your wounds. I say this from experience
(Or you can also give yourself everything as the "good mod" but it will never be the same and you will live in nostalgia)
Code:Please I need you to tell me how to answer without that white background. I hate it.
when A19 was coming out i though they gave the double barrel a new model. the one they showed in the gun store shelf. to say i was disappointed was a understatement.That`s for a massage, aim it very near to a head of a zed, it will feel better for life when triggered, I mean when you turn it on.
Cmon, many things are remodeled, the best is yet to come. Wish we had an upgraded version of this video to see how much of a progress this game went through.when A19 was coming out i though they gave the double barrel a new model. the one they showed in the gun store shelf. to say i was disappointed was a understatement.
<snip>
Exactly. Blake's argument proves to much. Under his argument all perks should go under the general category because some players will be "forced to expend [points] in an attribute [they] don't wan't to expend." This would revert the class system that TFP built back into the perk system that existed previously. As Gazz said, this is best left for a mod because it fundamentally alters TFP's vision for the game.Only problem is; who defines what is 'general use'. Your playstyle? My playstyle?
Finally someone who agrees with me on thisStill, having attributes providing benefits beyond boosting the weapons governed by the tree would be a welcome addition. +1% movement speed for every agility point, +1% dmg reduction for every fortitude point, +1% melee/bow damage for every point in strength, +1% more gun damage for each point in perception, +1% crafting speed for each point in intelligence or something like that.
If more traps were ever needed, a powered (requires electricity) version could be added as an additional trap for base defences...We do care about it. I never want to see stuff added to the game that ends up being useless, because then it was waste of time and we only have so much of that. There was not enough time before experimental to make the sledge better, but this week I finally had the chance to get the ragdoll effect working, add knock backs and fix bugs I saw (range, targeting and attack delay). It now works well and could be an insane monster if we wanted by changing speed, knock backs/ragdolls and damage.
If game "pushes" you towards investing in other trees let me benefit from that skill. If I invest in strength I am stronger therefore is only logical I will hit you harder with whatever weapon I hold in my hands.Still, having attributes providing benefits beyond boosting the weapons governed by the tree would be a welcome addition. +1% movement speed for every agility point, +1% dmg reduction for every fortitude point, +1% melee/bow damage for every point in strength, +1% more gun damage for each point in perception, +1% crafting speed for each point in intelligence or something like that.