PC Decline in 7 Days Twitch Streamers

Let's see how solid your rationale is...

I don't want to slog through poi after poi after poi after poi after poi after poi trying to get the forge book or the wrench book or whatever............... I enjoy having the freedom to fill my days as I see fit...............I wouldn't enjoy slogging through endless poi's for days and days any more than I would mining or building or anything else for days and days. I enjoy doing DIFFERENT things.
You keep mentioning that as if someone would force you to continuously "slog through endless POIs".

Does anyone force you to continuously mine or kill zombies at the moment to progress? I thought you said you have absolute freedom? So why would you be forced to not do what you like if you had to explore POIs at your leisure as you say here:

I don't dislike looting poi's. I enjoy them in moderation...............
So, since you DO enjoy them in moderation as you say, why do you claim that you be "locked out of progression"? Aren't you being overly dramatic?

..........I much prefer being able to focus on the survival tasks I find most pressing that day, and have those tasks change day by day. And still not be locked out of progression.
In fact, if you had taken the time to read my random examples carefully, you would realize you wouldn't be able to continuously loot POIs for schematics, even if you wanted to. Except if you knew where all the special POIs were located in the RWG, if you completely neglected any other survival need or scavenging/crafting need for weapons etc and finally if I hadn't already mentioned that they would (obviously) be "soft-gated" - but by more natural means or events so that it's improbable (but not impossible) for someone to acquire them too early.

And if you follow the "linear-ish layout and some traps" that ends with several of the good loot crates at the end in the new poi's, it is similar enough to a dungeon crawler to me.... what with there being a linear-ish layout, traps, bad guys to kill along the way, and good loot at the end.
I don't like most "dungeon POIs" either with them usually having a wealth of loot/good container at their "ends". I'd prefer if the containers were more randomized. Still your comment that the game would become more of a "dungeon crawler" is irrelevant and baseless, because you already scavenge POIs anyway as you mentioned earlier and besides that, any schematic locations would be more or less randomized within the POI.

In the end, it seems to me that you are trying to idealize something without any solid reasons. If you had said that your "playstyle" didn't include any exploring, I wouldn't be able to object to that, other than just saying that it would be a sad day for this game if the devs decided that a viable disconnected from exploration gameloop would be a good idea.

Anyway, reminding that none said that exploration should be the exclusive way for progression. There could be a variety of ways.

 
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The main argument that I am seeing about previous LBD is the grinding. The grinding is claimed to be necessary to progress in other things. But THAT is the problem, not LBD. It was the stupid gates yet again. LBD should be perfectly fine as long as it does not interfere with moving on... but again, that is not an LBD issue. That is a level gating issue.

If let’s say they brought in some LBD... perhaps mining, experience would increase in mining. Then, let’s say every 10 levels in this, your mining damage and speed goes up by 1%. Exp required for each level goes up too. How is this a bad thing if it does not involve the perks but stacks with the perks? It is not necessary to grind this because nothing would be locked behind it.

 
Guppy said remove perks, move them to books and keep also the current methods of obtaining those things. I asked if that included workstations and the different tiers of building mats. I 100% consider those things mandatory, although not necessarily early. Since currently the only way to unlock them is through perks (which he wants to do away with) that would leave having to find books for forges, workbenches, cement mixers. chem stations, forged iron, forged steel and concrete. I consider those necessities that should not be locked behind rng at all.

Early game I can live without being able to craft my own, since there are ways to get what you need for a small starter base and found tool repair. Mid game they are necessities to me. Locking THAT type of progression behind rng is borderline or across-the-border unacceptable.

I (me and only me. I speak for myself) would feel compelled to ignore almost everything to try to find what I feel is a necessity. I would either loot poi after poi after poi after poi until I found what I needed or just quit because you just sucked all the fun out of the game for me.

I could live with guns, machetes, crossbows, different armor types and such left up to random chance with a higher probability at particular poi's. I don't mind being limited to certain weapons (just gives me a chance to change things up from mostly using my favorites) or armors (same reason). I just don't think being able to build a base of your own and craft items appropriate to the stage of the game you are in should be random.

I am not suggesting anyone else would force me to slog through endless poi's looking for the workbench schematic. When I really need workbench just to keep up reasonably with my gamestage, I would force myself to do either that or quit. Not having the ability to craft/build things that I need for my gamestage is in no way enjoyable for me.

And unless you are also talking about changing the way bookshelves work, they have a chance to spawn any schematic. So you could go through looting bookshelves everywhere for those things I mentioned unless one of those is something you plan to gate by a radiation zone or something. In which case you would be talking about those schematics ONLY being available in 1-2 specific poi's that spawn in one specific type of area only.

If you do that, are you planning for the rwg to have a mandatory minimum of those specific area and/or poi's? Is it reasonable to have to find the one small radiation area on the map (no matter how large the map is) to be able to craft steel? Only to find in mp that it was already looted and the building destroyed?

It just seems unreasonable in theory to me and possibly very rough to implement. Or do you plan to have a trader quest at level 10 to get a forge, level 20 to obtain iron tool crafting, etc? What is the workaround in case someone fails one of those quests or their game crashes? You just never get a forge unless you find the book?

I am not being argumentative, at least not intentionally, but nothing about that sounds fun or interesting.

If you just want to open all gates to those type of items and make them craftable when you have the mats, I could live with it, although less happily than if they just reverted to a16's system. Like I said, I was fine with a16, just vastly prefer a17. It made the game feel freer than I ever could have imagined.

Also, again, I don't hate the dungeon poi's. I just have to be in the mood for them. Some game weeks I do none outside of trader quests. Other game weeks I may do one or two. I just don't enjoy doing them all the time, or even a lot of the time. I do maybe 5 trader quests per week, and that is often more than enough to sate my poi looting interest.

And RestInPieces, I did read your random examples carefully. I saw a method to narrow down which poi's you are more likely to find a particular schematic in. I also saw mention of trader quests for some things. Otherwise all I saw were things to make it even more difficult to get something necessary that you already have gated behind finding that particular book by also gating it behind radiation and such.

I remember too many playthroughs where I never found the crossbow book to enjoy a game that gates concrete behind that same rng then behind another layer of rng by putting it in a zone that you have to find all the pieces of a specialty armor to even enter.

 
The main argument that I am seeing about previous LBD is the grinding. The grinding is claimed to be necessary to progress in other things. But THAT is the problem, not LBD. It was the stupid gates yet again. LBD should be perfectly fine as long as it does not interfere with moving on... but again, that is not an LBD issue. That is a level gating issue.
If let’s say they brought in some LBD... perhaps mining, experience would increase in mining. Then, let’s say every 10 levels in this, your mining damage and speed goes up by 1%. Exp required for each level goes up too. How is this a bad thing if it does not involve the perks but stacks with the perks? It is not necessary to grind this because nothing would be locked behind it.
I would be fine with this actually. Remove the stupid things like needing to level armor with cactus, etc etc and don't tie the ability to learn to make concrete to whether you have hit a rock 10,000 times instead of 8,000. For weapons and tools, that would be reasonable. Even if you made it tool-specific, i wouldn't have a problem with it. You level your ability with a stone axe by using a stone axe. When you switch to iron tools, you have to level up your ability to use those separately. Tool/weapon specific or general (mining tools levels mining tools instead of iron pickaxe only leveling iron pickaxe). Either method would be fine with me.

My problem with a16's system was the gates and the ridiculous. I don't think I have ever leveled medicine or armor above 10 the whole time we had the lbd system.

 
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You also have quests and direct book purchases that would/could allow you to get those "essential" books we need to get forges, etc going. I'm just saying do away with perks, because they're dumb.

It's funny, because the ENTIRE REASON that the old system was scrapped in lieu of this dumb new system, is because you could make 1000 stone axes and buy a cement perk... so instead of removing the perk gain and fixing the actual issue with gaining experience while doing (gaining stuff you didn't do by doing other stuff), they removed the experience while doing and kept the perks.

...staggering.

 
I would be fine with this actually. Remove the stupid things like needing to level armor with cactus, etc etc and don't tie the ability to learn to make concrete to whether you have hit a rock 10,000 times instead of 8,000. For weapons and tools, that would be reasonable. Even if you made it tool-specific, i wouldn't have a problem with it. You level your ability with a stone axe by using a stone axe. When you switch to iron tools, you have to level up your ability to use those separately. Tool/weapon specific or general (mining tools levels mining tools instead of iron pickaxe only leveling iron pickaxe). Either method would be fine with me.
My problem with a16's system was the gates and the ridiculous. I don't think I have ever leveled medicine or armor above 10 the whole time we had the lbd system.
But you could also buy the armor and medicine with your skill points. You were not forced to use the LBD system only. And there's a reason why medicine and armor skill was always low, you didn't need it. If it took thousands and thousands of hits and heals to level that up, well, who cares about leveling something up that quite frankly ever needed it? My point is, if late game you were using a medkit once a week, why care that it remained at 15%? The small bonus it gave you when it was at 100% vs 15% doesn't really matter if you have 20 kits in reserve and you barely used them over a long period of time? This is not apex legends.

On the other hand, if you were a builder/grinder, the LBD was fairly balanced.

 
You also have quests and direct book purchases that would/could allow you to get those "essential" books we need to get forges, etc going. I'm just saying do away with perks, because they're dumb.
It's funny, because the ENTIRE REASON that the old system was scrapped in lieu of this dumb new system, is because you could make 1000 stone axes and buy a cement perk... so instead of removing the perk gain and fixing the actual issue with gaining experience while doing (gaining stuff you didn't do by doing other stuff), they removed the experience while doing and kept the perks.

...staggering.
I've never seen anyone from TFP post that. What I did see is they did not like people afking and crafting 1000 axes to level. They want you to go out kill zombies and explore.

I should reiterate, I'm not saying no one of TFP posted they didn't like you crafting 1000 axes and being able to level other things. I just never saw them post that was the reason behind the change. It was their dislike of you being idle and their idea that it is not fun to craft 1000 of anything as the reason for the change.

 
But you could also buy the armor and medicine with your skill points. You were not forced to use the LBD system only. And there's a reason why medicine and armor skill was always low, you didn't need it. If it took thousands and thousands of hits and heals to level that up, well, who cares about leveling something up that quite frankly ever needed it? My point is, if late game you were using a medkit once a week, why care that it remained at 15%? The small bonus it gave you when it was at 100% vs 15% doesn't really matter if you have 20 kits in reserve and you barely used them over a long period of time? This is not apex legends.
On the other hand, if you were a builder/grinder, the LBD was fairly balanced.
I neither used the LBD system to level up armor and meds nor spent skill points. Like I said previously, I don't think I ever got either of those 1-100 skills over 10 in any playthrough. I just don't think the a16 method of leveling those skills should even be in the game, because I am willing to bet no one ever got either of those above 30 (being generous) without resorting to standing in cactus (or something similar) or spam-using med items you don't need.

Is there really anyone who thinks leveling armor in a16 was positive in any way? Fun? Immersive? Important? Realistic?

To me at least it made no sense and having it as it existed was a negative in every way. I didn't like that leveling up armor was possible, but I could only do it by going afk on cactus or letting zombies hit me without defending and just using medical items to heal the damage (woot! leveling my medicine too!) No thanks.

And again as I said in the post you quoted, I would be fine with them keeping the a17 progression system for everything else and bringing back LBD for tools and weapons. To me, LBD makes sense for tools and weapons and in no way do I have any problems with that. It was tying a mandatory LBD level in a tool type to a technology advance like concrete or steel. No matter how many times you bang a stone axe against a boulder, it wouldn't teach you how to make concrete or steel. Much less being unable to make it with 8k hits but suddenly able to with 10k hits.

The part of a17 progression that makes it feel so much better to me is that learning various technology upgrades is not tied to a particular tool usage and it got rid of the bits of LBD that were ridiculous and unusable (armor leveling).

Could you deal with technology not being tied to which tool you hit a rock with if you had LBD for increasing your ability to use that tool by actually using it?

 
I didn't like that leveling up armor was possible, but I could only do it by going afk on cactus or letting zombies hit me without defending and just using medical items to heal the damage (woot! leveling my medicine too!) No thanks.
Understood and in agreement. However, this is still kinda blaming LBD. LBD didn't inherently make it so that you could level your armor up by standing on cactus and letting things hit you. What made this possible was poor programming and decision-making on how gaining experience from this is achieved. One solution could be diminishing returns when wearing armor and damage comes form the same source or possibly you only get xp for the first time being damaged from a source. Perhaps force it to only accept so much xp within a 2 chunk radius. Maybe a piece of armor can only give you a certain amount of xp so that you would have to use fresh armor in order to gain xp again. Perhaps a combination of all of these would be best. Maybe in this armor case all of these ideas stink and there is no good, logical way to implement it. In that case, it should be scrapped.

I've never seen anyone from TFP post that. What I did see is they did not like people afking and crafting 1000 axes to level. They want you to go out kill zombies and explore.
They fixed that before 16.4

 
Is there really anyone who thinks leveling armor in a16 was positive in any way? Fun? Immersive? Important? Realistic?
At this risk of beating a dead horse, since I think the Perk system is here to stay at this point, no, I didn't think armour leveling made any sense, but that (to me anyway) was an argument for improving LBD, not ditching it. Same with spam crafting stone axes, removing the attribute gain from making it and enhancing the attribute gain from using it, could have solved that issue without ditching the system entirely.

 
Understood and in agreement. However, this is still kinda blaming LBD. LBD didn't inherently make it so that you could level your armor up by standing on cactus and letting things hit you. What made this possible was poor programming and decision-making on how gaining experience from this is achieved. One solution could be diminishing returns when wearing armor and damage comes form the same source or possibly you only get xp for the first time being damaged from a source. Perhaps force it to only accept so much xp within a 2 chunk radius. Maybe a piece of armor can only give you a certain amount of xp so that you would have to use fresh armor in order to gain xp again. Perhaps a combination of all of these would be best. Maybe in this armor case all of these ideas stink and there is no good, logical way to implement it. In that case, it should be scrapped.
With the current buff system, they could have done it right in a17. While wearing armor, onGetHit, get XP in xSkill.

 
Guppy said remove perks, move them to books and keep also the current methods of obtaining those things. I asked if that included workstations and the different tiers of building mats. I 100% consider those things mandatory, although not necessarily early. Since currently the only way to unlock them is through perks (which he wants to do away with) that would leave having to find books for forges, workbenches, cement mixers. chem stations, forged iron, forged steel and concrete.
Which is it? You are saying that he both wants to keep them and do away with them?

Books, but not only. As you mentioned before, there are plenty of other ways to achieve those skills. Keep them, like I said.
"Not only". There can be multiple ways to give them to the player.

I consider those necessities that should not be locked behind rng at all.
Early game I can live without being able to craft my own, since there are ways to get what you need for a small starter base and found tool repair. Mid game they are necessities to me. Locking THAT type of progression behind rng is borderline or across-the-border unacceptable.
I just don't think being able to build a base of your own and craft items appropriate to the stage of the game you are in should be random.
As I said before, rng is perfectly adjustable. This means for example that with layered rng, you can make absolutely certain that the player will get something eventually and approximately at the point you want him to and you can always have failsafes in place.

And unless you are also talking about changing the way bookshelves work, they have a chance to spawn any schematic. So you could go through looting bookshelves everywhere for those things I mentioned unless one of those is something you plan to gate by a radiation zone or something. In which case you would be talking about those schematics ONLY being available in 1-2 specific poi's that spawn in one specific type of area only.
They way anything works can be changed, nothing is set in stone...

If you do that, are you planning for the rwg to have a mandatory minimum of those specific area and/or poi's? Is it reasonable to have to find the one small radiation area on the map (no matter how large the map is) to be able to craft steel? Only to find in mp that it was already looted and the building destroyed?
It just seems unreasonable in theory to me and possibly very rough to implement. Or do you plan to have a trader quest at level 10 to get a forge, level 20 to obtain iron tool crafting, etc? What is the workaround in case someone fails one of those quests or their game crashes? You just never get a forge unless you find the book?
What mandatory minimum? Level? No. Preparation/increased difficulty, yes.

Very rough to implement? Elaborate please. One must be able to support what one states. Not fixed trader quest/rewards, that would be roughly the same with just having perks (a bit better though, since the int tree is by far more essential than other trees atm because of them).

I am not being argumentative, at least not intentionally, but nothing about that sounds fun or interesting....just vastly prefer a17. It made the game feel freer than I ever could have imagined.
I (me and only me. I speak for myself) would feel compelled to ignore almost everything to try to find what I feel is a necessity. I would either loot poi after poi after poi after poi until I found what I needed or just quit because you just sucked all the fun out of the game for me.
You said and say again that you will feel forced/"compelled" to ignore almost everything in order to get these necessary schematics. How come you don't also feel compelled at the moment in A17 to get them? What's the difference and A17 makes you feel freer than ever?

without resorting to standing in cactus (or something similar) or spam-using med items you don't need.
While one could argue with something along the lines of "it is my playstyle, mind your own playstyle" in this unfortunate day and age, I agree that these methods are silly and that they should have been fixed/prevented by diminishing returns etc.

Keep in mind though, one reason the player could nonchalantly do that, was because of A16's exemplar gameplay synergy of: medicine was pretty much useless ---> because death was inconsequential/beneficial ---> player could afford to mutilate himself on cactuses all day and spam medicine, why the hell not.

 
Armor should be tied to killed enemy with melee!

If you entered a fight and survived it you probably took and evaded some hits.

Congrats you just learned where the flaws are on your armour and where getting hit won't hurt as much.

 
Which is it? You are saying that he both wants to keep them and do away with them?
"Not only". There can be multiple ways to give them to the player.

As I said before, rng is perfectly adjustable. This means for example that with layered rng, you can make absolutely certain that the player will get something eventually and approximately at the point you want him to and you can always have failsafes in place.

They way anything works can be changed, nothing is set in stone...

What mandatory minimum? Level? No. Preparation/increased difficulty, yes.

Very rough to implement? Elaborate please. One must be able to support what one states. Not fixed trader quest/rewards, that would be roughly the same with just having perks (a bit better though, since the int tree is by far more essential than other trees atm because of them).

You said and say again that you will feel forced/"compelled" to ignore almost everything in order to get these necessary schematics. How come you don't also feel compelled at the moment in A17 to get them? What's the difference and A17 makes you feel freer than ever?

While one could argue with something along the lines of "it is my playstyle, mind your own playstyle" in this unfortunate day and age, I agree that these methods are silly and that they should have been fixed/prevented by diminishing returns etc.

Keep in mind though, one reason the player could nonchalantly do that, was because of A16's exemplar gameplay synergy of: medicine was pretty much useless ---> because death was inconsequential/beneficial ---> player could afford to mutilate himself on cactuses all day and spam medicine, why the hell not.
For your first 2 points, Guppy said remove perks, move them to books, and keep the other ways to achieve those skills. The only way to obtain the skills I mentioned ( making workbench, chem station, forging steel, etc) is through perks. There are no other ways available to get those skills. So for those, that would leave the only way to get them per Guppy as books since he specifically stated to remove perks. His statement to use all the other available ways is ingenuous since there ARE no other ways to get them except perks so once you move the perks to books, books become the only way he states he wants them obtainable.

Regarding your 3rd, 4th and 5th points, I asked HOW you are proposing to ensure those things are obtainable, since the statements about layered rng and gating behind radioactive zones and such in specific poi's was your idea. What if your world doesn't have those poi's in those zones? If you are proposing items be gated to specific zones in specific poi's, there would HAVE to be a way to guarantee those poi's in those zones actually spawn in every world. Or else you could be unable to ever make steel even after clearing every poi on the map because the specific poi in the specific zone did not spawn in your world.

For large worlds and multiplayer, even if you require all worlds generate with at least one of your specific poi's in a specific zone, It may spawn just one and in the extreme NE of the map. That's an awful lot of mandatory exploration to learn to forge steel, and in multiplayer if some jerk got there first, looted, and then destroyed the poi a lot of people are gonna be upset. Even if they don't destroy the poi, if the book is already looted when you find it there are more problems. You would have to camp out nearby but not so close that loot doesn't respawn (if it is even set to respawn) and try to keep anyone else away who come looking for it.

Perhaps TFP could analyze all the possible obstacles with your idea and find solutions to them that work, assuming their vision of their game is compatible with your idea. But to me, your idea as stated is very vague and relies a lot on a "I'm sure it will all work out fine" attitude without any real thought to the problems your ideas would also create. I have a hard time evaluating what my opinion is without a more fleshed-out idea. There seems to me to be a whole lot of problems that would need solving.

Regarding point 6, the difference in a17 is that I know I will get them. I also know that the time I get them will be appropriate for my game stage. You are not guaranteed to get a rng book, much less getting it by the time you REALLY need it.

I don't mind waiting til level 10 for a forge. I can easily get along without one til then with scavenged iron tools repaired with scavenged iron, or if necessary just using a stone axe. I can get along without one til level 15-20 easily (and when I usually build it in a17) because that's about the point I really want to start upgrading my wood spikes to iron because the wood breaks so easily it is starting to become useless. I can wait for everything that is level-gated because it is about the level that they gated it at or just above that level that it starts to feel mandatory to me.

I am fine with waiting to get something until it is really necessary. I am not fine with possibly never getting something necessary to me. You say you would make absolutely certain everyone could eventually get those things. You also say not through fixed trader quests. I am asking how you will make absolutely certain. Because if you have a specific workable idea for that then I could possibly get behind it.

Regarding your last point, you do realize diminishing returns would have just made those skills even more useless. As far as I know, it was not possible to naturally level armor. As someone who did not afk on cactus and who also got hit by zombies more often than I should have, by level 100 or so my armor never got above 10 in any playthrough in a 1-100 system.

The people who leveled armor by afking on cactus didn't do it that way because meds were useless, because death was inconsequential, or anything like that. They did it because that was the ONLY way to do it. I doubt anyone did it nonchalantly. They did it because they couldn't stand being level 100 and having lvl 7 in armor... something that you wear most if not all the time in game after that starter quest to put on your plant fiber armor. I'm not saying they shouldn't have been ABLE to do it that way. I am saying they shouldn't have to do it that way or else be unable to level it beyond 10 or so.

They should have been removed or reworked. TFP chose to remove them. I'm ok with that. If LBD remained, I would also be fine with armor leveling by landing melee hits or keep it at taking damage but vastly increase how fast it levels so that with anything close to "normal" play it would be at least 30-40 by level 100.

 
I was going off of YOUR post and YOUR "#1", and I'm definitely for other avenues of gaining what you need, should rwg fail you; you're doing what TFP does, seeing in black and white... This or That...

That mentality is what caused the clusterfrack that is a17's perk system.

But forget all that; you're trapped in an argument loop so let's get you out.

Let me ask...

Wouldn't it be awesome if instead if buying magic perks to instantly learn how to make concrete, you could instead learn how by books you could find or buy, or quests, or using mixers you find, or disassembling mixers you find?

Multiple avenues of Rwg ways to get what you need is a LOT better than killing zombies until you get to level X and buying the knowledge from the fairy godmother that grants knowledge from a crappy looking, hard to follow menu that doesn't even explain pre requisites well?

That's what we are saying... Take the better but broken system of a16, and FIX it rather than scrapping it for the clusterfrack that has divided the community?

 
It's not that I see in black and white. It is that I read what someone else has written as they wrote it. I don't assume I knew what they were thinking. I assume they meant exactly what they wrote.

You see it as "buying magic perks". I have no trouble imagining that when I get home at night, I spend time studying and training, which is done "off-camera" much like defecating and sleeping, and when putting in the points I am checking off what I have mastered. I believe in studying, but not in magic.

If the quests were guaranteed to appear at about the same level that the perks are currently gated at, then I would be fine with your way too. I just don't think that necessities should be completely rng. Finding mixers is also rng.

I DON'T mind rng for weapons, armor and such. The chances that you won't find ANY gun schematics, while technically possible, is so rare I could live with that. And I am ok with only being able to craft those i find. There are many weapons and armors, and unlike concrete and steel and such, even if you had to use found/bought weapons until they broke then get another that is still doable (I believe you couldn't repair weapons in a 16 unless you had read the schematic, but could be wrong.)

I also don't like things that add tedium but no real extra content, like gun parts. To me, if they went back to schematics that would teach you to craft the gun, and not bring back the parts.

I still have issues with your last statement. That the a16 system was better but broken is only your opinion, not a fact. I believe the a17 system is better and unbroken, which is my opinion but also not a fact.

 
I imagine that all the zombies are clones because they look the same.

I imagine that the character takes the lid off the jar so fast when drinking, we can't see it.

I imagine that blood moons can occur every x days.

I imagine that the name of the game is actually X Days to Die because I imagine that blood moons can occur every x days.

I imagine that the world is now covered with mutant bacteria that instantly devours anything completely dead making it appear that it disappears.

I imagine that this bacteria is picky and still allows some carcasses to remain from time to time.

I imagine that zombie clones are materialized at any location by the will some super genius using some advanced molecular transfer technology.

I imagine that vending machines are equipped with special devices, probably invented by the evil genius hired by the Duke, that destroys anything held within if the machine is destroyed.

I imagine that traders have a special deal with the evil genius, hired by the Duke, that gives them rights to use the molecular transfer device to restock.

I imagine that concrete can be made from nothing but stone.

I imagine that the character never learned how to swim properly.

I imagine that even though this is a game and not reality, the level of realism is sufficient, that I am ok with each and every one of these things, and therefore none of this should be improved upon.

 
LBD is not my preferred system.

No xp, no xp gates, all gating done by RNG, materials requirements and a more complex recipe system (Who uses a forge to make bricks? That's a kiln) is.

But if we have to have a progression system, LBD + RNG is certainly my preference.

Diminishing returns, alternate options and a rebuild of the progression tree would have sorted everything out.

But Onoes, people can use cacti to level armour!

I really don't care if some one wants to sit on a cactus, it's not fun and I've never done it.

But, but... PvP.

I've never met a HC PvP player (outside of some? on this forum) that complained about LBD.

For the average PvP player it was simply training, they would have been just as happy with lifting weights (MM should relate to that), hitting the bag or whittling wood...

But Onoes, people can go AFK while they are doing stuff.

An online game that allows you to get to a place of safety, set yourself up with a static activity, and then go have a piss, make a coffee and grab some more snickers, without logging off.... is a good game... and despite the removal of this 'horrid LBD exploit', guess what, you can still set yourself up with static activity such as making cobblestone, and then go have a piss.. etc.. etc. I often do this... with no LBD.

 
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