well, then hear it again: While I never looked much at XP, in A16 I had to do specific actions not for in-game reasons but to cross certain gates (for example construction 20, 40, or 60?). While I reached some gates automatically by just playing normally,there always were a few I needed to do specific actions solely for xp reasons. There was a loophole by spending points on skills (really an excellent feature, no doubt about it), but really, I tried to avoid it except on occasion to get the final 1 or 2 points. Especially for low level skills it was considered a waste of precious points. And reaching higher gates like level 60 mostly through point buy was extraordinarily expensive.His post claimed A16 was a grind-fest where the player went out and did things just the grind the related perk and not because they needed to do that actual thing. He also stated A17 fixed this by making gameplay more organic and making the payer not think about XP any more and just play the game normally.
This is the first time EVER I have heard the opinion be that way round. A17 being the XP grind-fest is not silent majority stuff, it is common knowledge.
In A17 the only thing that is changed by playing differently is the SPEED with which I cross the gates which depends more on balancing than on the system (more balancing is needed, but we are in experimental, remember?).
In other words, in A17 crossing gates can be done by any activity while there is a strong incentive in A16 to go out of your way and do activities for the sole intention of crossing a gate.
Now I believe you that you have a different impression: A17 progression is somewhat slower than A16 (an independant change, if they had kept the A16 perk/skill system, they could have slowed it down independently with the same effect). The xp activities are not as balanced as they need to be. And that gives you a double incentive to look for the best xp generator and use that. But one of your reasons could have hit A16 as well and the other is only a "feature" of playing experimental (I hope)
Other players put more importance on gamestage when they decide whether speeding xp gain is advantageous and come to the conclusion that the additional material they find and work they do before stronger zombies appear even out or outweigh the advantage of getting a few perks earlier. And suddenly gaining xp fast is something you really don't care anymore about.
NOTE TO TFP: For this reason weapons/mods/books should have a bigger influence on making you better than perks. Then even more people will come to the conclusion to ignore XP even if XP display is like a neon billboard advertisement for gaining XP.
The things that matter most are the things you don't know :cocksure: . For me that uncertainty was a feature, like the randomness of loot.Because you stated you HATED not finding items that you consider necessary, which to me is the very definition of survival games. The things that matter most are the things you do not have, and may never have. That's what give such games their replayability.
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You need those pop-ups as this is the only way to tell if an enemy is actually dead (and not just stunned with Shotgun Messiah perk - with that perk they can lie there for 5+ seconds looking dead before they suddenly get up and attack the back line).
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