Rabbitslovecactus
New member
I'm going to just say it. Can we please have a screenshot of the Perk menu for Alpha 21? Or even better Joel make a video update for us. That would rock!
I'm going to just say it. Can we please have a screenshot of the Perk menu for Alpha 21? Or even better Joel make a video update for us. That would rock!
*eats some sugar butts (or whatever you do to them, chew them? idk im sure i'll be fine)*
I thought they were suppositories. Maybe I've been playing it wrong all this time.
I even don't get this one.
But be assured, I really much apprechiate your efforts to keep us entertained!
Me, a being that totally lacks creativity, this would have been the summit of what I would have been able to come up with as a "sexy T-Rex going away" puzzle:
View attachment 26810
The new Sex Rex change is a great improvement. In all honesty, I was a bit @%$#ed to have to set points into that one with every single build.
There are still a few perks that might entice the player to choose them outside their build, the current worst being Miner69er which ties builders and crafters, miners and even casual hoarders to a forceful strenght build or else they are twice slower at playing, building and surviving (100% less resources is 100% less chance to do things, it should be a choice). For others, like Parkour, Flurry of blows, Lucky Looter, Daring adventurer, etc, the compulsion to choose is lesser than those two, but Cardio can arguably be a problem for light builds that do not want strength but to travel swiftly .
Personally, to partially remove problematic dependencies I would create something like an "Others" attribute and fill it with all the perks that can be considered standalone and not compel a player into spending points in them, because that compulsion is already in, in the form of weapon of choice and armour of choice (armour which also compels the player to spend points between their respective attributes). It would also make space for new rare and crazy perks, and that's a bonus because then the design freedom would be greater. Or just make more books. Though they are less significant overall.
Edit: I love the riddles, specially when Mordoc slaps Roland with a perfect answer in no time.
No skill trees?
"Others" from the TV series "LOST" and a tree - like a tree of perks? Will other perk trees be removed? Perks will no longer depend on attributes, but will be available in any combinations? Or will you introduce specializations like "firearms specialist", "melee specialist", "professional miner", "Olympic athlete", "godlike farmer" and so on?
Don't intend to burst the bubble, but I for one can't remember what I read yesterday, let alone some post from a number of weeks ago. Just say that what we do (and expect) now will no longer be valid in A21. That's a given. How it all pans out we'll just have to wait and see. Oh, I won't forget the sexy saurus memes though. Kinda burned into my psyche for all time to come.Anyone remember when months ago I expressed concern about how the perk trees would be repopulated/reorganized because of the gaps left by removing the crafting perks?
Splitting SexRex into individual perks papers over some of those gaps without any increase in functionality for the player, but this also implies incentivizing the use of less popular melee weapons by not forcing spending outside of the attribute to reduce stamina usage. Is this enough though when melee is primarily used early game to conserve ammo and is better served by points into Rule #1: Cardio and a hit and run strategy? It isn't stamina use that causes the sledge and club to be chosen early game, but that knockdown and knockback can create space for the player, neither the spear nor the baton does this in early game. This could be addressed by massaging the crit rate for both to cause more limb damage and also create space for the player without altering the fundamental playstyle for either.
As for the remaining gaps in the perk tree, the lack of utility in both the intellect and perception trees is still the elephant in the room and I'm still concerned about how those will be addressed.
Hold me?
Anyone remember when months ago I expressed concern about how the perk trees would be repopulated/reorganized because of the gaps left by removing the crafting perks?
Splitting SexRex into individual perks papers over some of those gaps without any increase in functionality for the player, but this also implies incentivizing the use of less popular melee weapons by not forcing spending outside of the attribute to reduce stamina usage. Is this enough though when melee is primarily used early game to conserve ammo and is better served by points into Rule #1: Cardio and a hit and run strategy? It isn't stamina use that causes the sledge and club to be chosen early game, but that knockdown and knockback can create space for the player, neither the spear nor the baton does this in early game. This could be addressed by massaging the crit rate for both to cause more limb damage and also create space for the player without altering the fundamental playstyle for either.
As for the remaining gaps in the perk tree, the lack of utility in both the intellect and perception trees is still the elephant in the room and I'm still concerned about how those will be addressed.
Hold me?
Would it be no more multi(other) skill trees? A single start and branch out from there?