Roland
Moderator
I understand the process that lead us here, but the end result is still like pineapple on a pizza
I wouldn't go so far as to call the current system divine but if you want to, I'll not disagree.
I understand the process that lead us here, but the end result is still like pineapple on a pizza
Go right ahead, others will disagree and I'll just stare at the fight in disbelief ... meta-commentsI wouldn't go so far as to call the current system divine but if you want to, I'll not disagree.
I'd say you try to distract from what i'm talking about by nitpicking on slightly wrong numbers.Seems I did. I was distracted by some issue. Seriously, I don't get the point. Why is it important that it is ONE AND THE SAME skill?
Correct me, but if your "argument" is: "But others did it also wrong", this is called whataboutism, right?Hundreds of RPG systems starting by the grandfather D&D have violated your rule and used class systems, and they are still popular.
I'd say you try to distract from what i'm talking about by nitpicking on slightly wrong numbers.
I want the same skill to buff ONE aspect but for ALL weapons, because... like theFlu already explained.
Better perception gives you better headshots with ALL weapons.
Higher strength gives higher melee damage no matter you us a club or a spear.
...
I remeber a discussion some months ago, iirc with roland also taking part into, where some claimed "there are no classes in 7d2d" where i said "well, they are not called classes, but base attributes, but in practice the effect of these things are exactly what classes are suppsed to be".
Even if i consider it being classes, the design of these classes is bad. They are not a whole thing and not a half. They have wrong names for what they are. They are centered about base attributes, probably because thats where they come from historically? But they are limited to specific weapon types...
Either assemble real plausible classes like "Hunter" or "Fighter" or "Medic"... that might have benefits restricted to SOME weapons, maybe a hunter for rifles (also AK) but not short weapons. A Fighter maybe buffs for melee but almost non for ranged at all. And so on. Almost every larger mod does THIS, and they do it better than the vanilla game.
Or make it really base attributes, but then also treat it as attributes, but not "classes".
Correct me, but if your "argument" is: "But others did it also wrong", this is called whataboutism, right?
I also did never put up a "rule", nor i said it should be universal for all games. As i said, for me it looks like you are actively trying to distract from my arguements by bringing in topics that are either completely irrelevant or thing i never said.
But to pick up other games: What i have in mind is diablo. They have classes and base attributes. The class defines what skills you skill tree contains with that limits buffs to weapons that suit your class. Archer has no skills that buffs swords, knights don't have skills that buff bows, however, both can us both. The base skills on the other hand give generic buffs, independent of your class. Strength increases weapon damage, no matter you are using a bow or a sword. Even if you are an archer with points put into strength, also a sword becomes stronger. Dexterity (in 7d2d that would probably be agility?) makes both faster, still independent of class.
It still doesn't fixate how to play. If you pick knight as a class, it's still on you if you spend your points into strength for building an offensive damage dealer using a double-handed broadsword dealing slow but massive damage, or if you put your points into dexterity and build a sneaky fast attacking guerillia fighter using a shield and just a dagger.
No the next argument to come: But in 7d2d you are not fixed to one class, like in diablo... yes, you are not, but in comparision to diablo you have tied the classes and the base attributes together!!!!!111elf
A class system is not inacceptable for me. And in this whole thread i was all the time talking about classes. So you could have noticed that i already understood that they are not considered to be attributes. But as i explained, the current state is messup between somehow classes and somehow attributes.If a class system is generally not acceptable to you, well, then we found the source of your problem.
Even if i consider it being classes, the design of these classes is bad.
Yeah, and a motorcycle is exactly the same as a car, exept it only has 2 wheels.7D2D is exactly like diablo only there are no attributes.
A class system is not inacceptable for me. And in this whole thread i was all the time talking about classes. So you could have noticed that i already understood that they are not considered to be attributes. But as i explained, the current state is messup between somehow classes and somehow attributes.
And i already answered to your concern, you even quoted it:
Yeah, and a motorcycle is exactly the same as a car, exept it only has 2 wheels.![]()
You can't level up classes in Diablo, what you are leveling up are the attributes. The class is choosen once and then fixed. In 7d2d you level up the "classes"...
In Diablo WHAT perks you can choose depends on your class. IF you can "activate"/level them however depends on the state of your attributes (even multible attributes like "Requires 30str and 40dex").
As i said, in 7d2d this is somehow combined together/mixed up, and that is the problem. No matter if you call it "classes" or "attributes", WHAT they effect is half classes half attributes. It's neither a real class nor are they just attributes.
I can understand how it developed over time, but from the current state you can clearly see that perviously they have been just attributes. Now they are somehow considered to be classes, but this transition was only done half way.
I'm fine with classes, but then either make classes or make no classes. And the current "classes" are @%$#. They are mostly arbitrary grouping of perks, completely besides the absolutely wrong naming if you want it to be considered as classes. How'd you describe the purpose of the class "strength"? How does this class differ from "fortitude"? And what reasons are the differnces?
How does master chef fit into "strength"? To bring in another term: What are the "roles" of these classes or lets call it "job" of the class?
For most perks i agree a relation to their "class" can be seen. Putting "Animal Tracker" to "Perception" makes sense. But if it placed there because tracking animals requires perception... we are back to perception being an attribute! Oh, but the hunter can still not cook well? Sounds somehow strange.
The penetrator however absolutely does not fit there, it just is there, because this strange "perception class" has the sniper rifle.
For real classes i'd expect even completely separating melee and ranged fight. But this system here does the opposite. All "classes" can do melee and ranged, but only with specific weapons... WTF...
You know from language what attributes are and what are nouns? Classes are supposed to be nouns, while attributes are... well... attributes? No, im still not refering on how it is named in the game, but the reason what perks are grouped refers to being, they require a specific ATTRIBUTE!
Other way round: Replace the current names of the "classes" with nouns. How would you name them? Do still all the perks fit into that class according to its name? If you can't find suitable names or perks don't fit there anymore, it is not really a class.
And no, i do not request it being like i just said, that are just suggestions on how it would be (much) better. Basically the current arrangement of "classes" (or whatever you call them) is the worst possible case except pure random distribution. I can absolutley not comprehend why it is like this... except there is some mixup of the understanding of classes and attributes and depending on what you are trying to explain, you either refer to an "attribute" or a "class".
And also just to make clear: I'm just argueing for my personal view. I absolutely know i can't deceide anything. And if it stays like this it will still not stop me from playing the game. But that is ... i'd even say: what annoys me most from the current version.
Yes, massively better because i don't like predefined classes that force me into exactly 5 different playstiles. (to anticipate your answer, yes i know you can crossover classes, but the more you crossover, the more skill points need to be wasted in things you don't use)Would it be better to play? THAT is the more important question and the answer to that is rather open.
You got the point: YOU. For me it is a massive disadvantage, because NO ONE of these 5 classes fits my playstyle. I want to choose myself what i can do and what is dispensable for me. Without being disadvantaged by combining two things that don't inflict each other but are divided to different classes, because someone else decided so. Skillpoints are limited, i can also not simply take everything, i still need to choose.If the class system went your way I would fall back to a mode where I just take my prefered melee weapon and my prefered gun. Sure I still would have fun with other variable elements of the game (lets not assume the skill system is everything) but I have my suspicion that replayability would be hurt in the long run.
That's what i meant by try to name the classes and then see what not fits anymore. And no matter what name you choose, some of the skills do not fit anymore. And that's imho not about realism, it's about pure logic. A game doesn't need to be realistic, but i expect some logic in the mechanics. And the current logic can only be explained by the biasing between attributes and classes.I would rather say Animal tracker is the outlier in the sniper class.![]()
Yes, massively better because i don't like predefined classes that force me into exactly 5 different playstiles. (to anticipate your answer, yes i know you can crossover classes, but the more you crossover, the more skill points need to be wasted in things you don't use)
The class tells me what weapon to use. The class tells me which ranged and melee weapon has to be combined, the class tells me what are my miscellaneous skills.
If i want to use a shotgun, i choose strength. With strength im forced to clubs for melee. I can cook and mine. But i want to use a shotgun and blades and i'm not interested in mining, i want to build.
You got the point: YOU. For me it is a massive disadvantage, because NO ONE of these 5 classes fits my playstyle. I want to choose myself what i can do and what is dispensable for me. Without being disadvantaged by combining two things that don't inflict each other but are divided to different classes, because someone else decided so. Skillpoints are limited, i can also not simply take everything, i still need to choose.
It's your personal problem if you play always the same way if nobody forces you to different playstyles. That contradicts an open game, where you are free on what to do and how to do it.
If you need to be forced to try different things, THAT is the special requirement. That should be answered with mods, but not the games default.
The massive difference is: With an open system YOU CAN still try different things, it's not the games fault if YOU don't have the neccessary willpower. But with the current restricted system I CAN NOT play, like i want to. And THAT is the game's fault.
Oh, and in multiplayer we divide also. But not because of this classes. We would divide the perks among players anyway. There is no need 3 players skill for cooking or farming. But it's the same restriction. The player that wants to be a farmer has to use automatic weapons, no matter he likes to use them or not. Or the other way round, that player that wants to use automatics, has to do the farming, if he likes it or not. Imho in multiplayer it's even worse.
That's what i meant by try to name the classes and then see what not fits anymore. And no matter what name you choose, some of the skills do not fit anymore. And that's imho not about realism, it's about pure logic. A game doesn't need to be realistic, but i expect some logic in the mechanics. And the current logic can only be explained by the biasing between attributes and classes.
A Sniper can track animals better than others?Please show me the logic deduction that doesn't depend on facts and assumptions you know and expect from reading or hearing about real world snipers.
As in, the players in your group. No generalization is possible here as one single exception kills the theory.The player that wants to be a farmer has to use automatic weapons, no matter he likes to use them or not. Or the other way round, that player that wants to use automatics, has to do the farming, if he likes it or not. Imho in multiplayer it's even worse.
@Roland the author might be a bot, since he copy-pasted my post
... or maybe he just shares my view.. lol
None of those are inherent to being a sniper and on top of that you can still get those as a sniper.A Sniper can track animals better than others?
A Sniper can find better loot?
A Sniper can find burried supplies easier?
A Sniper can not be a good cook?
A Sniper can not be a better farmer?
A Sniper can not craft faster?
A Sniper can not be better insulated?
A Sniper can not have an iron gut?
Should i continue?
You're getting a bit crazy with this Liesel. A sniper won't track animals better than a..."shotgunnist?" who spends the points on Shotguns and animal tracking. It will cost more than someone who only hones their perception but the possibility is there. There is no forcing. There is only the economy of the points and what you are willing to spend. I'm sorry that you hate that it is cheaper for a sniper to be better at animal tracking than it is for a blademaster but it can be done.A Sniper can track animals better than others?
A Sniper can find better loot?
A Sniper can find burried supplies easier?
A Sniper can not be a good cook?
A Sniper can not be a better farmer?
A Sniper can not craft faster?
A Sniper can not be better insulated?
A Sniper can not have an iron gut?
Should i continue?
Bots are normally easy to spot because their posts almost never are relevant to the forum. So a bot that goes to an old post and copies and posts it as a new thread is going to have a greater likelihood of not being spotted. Once they have a couple posts and are "accepted" then they have better likelihood of being able to embed a link and not get caught.What would be the point of making a bot to copy posts? I don't get what the motive would be.
Yeah, because nobody seems to understand what i'm talking about.You're getting a bit crazy with this Liesel.
I do not want to make them absolutely equal.Maybe a good mod would be that when you spend a point on an attribute it raises all five attributes together. That would make it so all combinations of perks would be
equal in cost. <shrug>
I do not want to make them absolutely equal.
See, nobody understands what i'm talking about. Also you.
To answer that, read my first answers in this thread again. As we begin running in circles and it's still not understood what i'm talking about, it won't help if i repeat the same another time.
*sigh*But then you go on to say things like a Sniper can't be good at cooking which really really makes it sound more like you want to be able to mix and match any and all perks equally. Your first suggestion of having the attribute bonuses affecting all weapons instead the few that are assigned to them would not solve the problem you later bring up about a sniper specialist not being able to cook very well.