Thecolours
New member
Leave the Bicycle behind no gates, gate the rest of the vehicles.We can level gate specific perks if needed, but I'm in favor of making a rare trinket needed to craft said vehicle, like a schematic for each part like mods.
Leave the Bicycle behind no gates, gate the rest of the vehicles.We can level gate specific perks if needed, but I'm in favor of making a rare trinket needed to craft said vehicle, like a schematic for each part like mods.
^ that's an interesting point. As a SP I'm thinking this _may_ actually slow down getting to 'all' the goodies, since I'll be the only one. While in MP, with a good 'work together' group it might speed thing up a fair bit.My only consern is that bicycles/minibikes will become obsolete, because everyone will rush to motorcycles. I definitely will. Same with iron tools/armor. Maybe leave intellect level gated as it is now?
Yes, agreed, even the minibike should not be gated to incentivate its use over motorcycles and 4x4s.Leave the Bicycle behind no gates, gate the rest of the vehicles.
Love the idea, that would be really cool!It seems now power attacks aren't worth it from a stamina cost standpoint. But, what if power attacks had the ability to knock down not only the zombie you hit but any zombies standing in a close proximity behind them. This would be a great crowd control ability that would be worth losing 30 stamina with one swing.
I agree with this.We can level gate specific perks if needed, but I'm in favor of making a rare trinket needed to craft said vehicle, like a schematic for each part like mods.
Blegh. I actually did like the level gates.I agree, the system did not reflect the freedom to create your favorite character class very well and I didn't like the lack of early game specialization. That said we've already changed it and are testing it for a release. Now to balance this attribute points scale in cost, something like 1,1,1,2,2,3,3,4,5,6. Don't quote me there, but you can max out one attribute roughly in your mid 30's but at the expense of having zero perks.
Here are is my portion of the release notes on it:
Changed: Attributes are no longer gated by your level. You can specialize very early game now but attributes cost more for the higher ranks. The goal is to allow players to specialize into classes early game, and be awesome at a few things and ok or poor at other things. Or you can be a jack of all trades, the choice is yours. With the costs of the higher attributes being steeper, players will probably want to specialize in one or two attributes and get the best perks in those attributes and late game there will be less god tier characters who have every perk unlocked. We are looking for feedback such as are there any exploits or severe imbalances with this new system.
Me too... there were some things I didn't liked gated but one of the things I hated about A16 was being able to get everything very quickly. If gates are completely gone and everything is easily accessed, difficulty settings better have a "♥♥♥♥ your quickly gotten end game stuff" bloodmoon affect.Blegh. I actually did like the level gates.
Why should it? Because you assume it should? No.I use 1050ti with fx6350 16 gig ram everything maxed out I get 18 to 26 fps everything turned down apart from full textures I get 50 to 60 fps resolution 1920x1080 surely my setup should run this game at maximum settings n get more than 18fps what's it take to run this game maxed out
Well intelligence is what i think its worth to be pushedWe are looking for feedback such as are there any exploits or severe imbalances with this new system.
Agreed on all points.Your concern is right to one point, but Been an experimental, we cannot really have a say on performance for two reason:1. In Experimental build they may have more logs been generated that slows down overall computation.
2. Since they rewrite most code, it is about new game from scratch as they built new framework. So it is still not optimized.
And most of all they new it, and they are working on it.
This is a great idea.PS: maybe you can add a Deer (Corn) feeder in the game that uses a solar panel, Battery, Barrel, pipes, electronics and Corn (mutant corn?) to attract deer/boards? that would be a great feature!
Yep. Sounds like we're going back the a16 way. Thankfully TFP said they're going back to a 3-month release cycle, so the feeling of a new, and difficult, game, will not be very far away.Me too... there were some things I didn't liked gated but one of the things I hated about A16 was being able to get everything very quickly. If gates are completely gone and everything is easily accessed, difficulty settings better have a "♥♥♥♥ your quickly gotten end game stuff" bloodmoon affect.
Only by player choice. Regardless I’ve found iron tools in my first week in every playthrough in A17. I’ve also found working forges in the first 2 days in every playthrough. So what has changed exactly? I won’t be wasting perk points in intellect early on since forges are much less important in A17.I just feel like we're going back to a16.4 with the forges up and running before the first 3 days, completely bypassing the first part of the game.
Because there's a difference between being able to make a forge yourself in a base of your choosing very early on, and being dependent on a poi or a trader for their forge. The reason I stopped playing a16 very early on was that you were able to get everything rather quickly, completely bypassing the first stone age part of the game.Only by player choice. Regardless I’ve found iron tools in my first week in every playthrough in A17. I’ve also found working forges in the first 2 days in every playthrough. So what has changed exactly? I won’t be wasting perk points in intellect early on since forges are much less important in A17.