snakewufrost1
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S P E C I A L system in 7days2die? Sign me in

that's 45 points spent and 155 points remaining, you can level up to 200 in vanilla if nothing is changedI want to always max out:- 1 melee skill (10 Str + 5)
- 2 Ranged skills (10 Per + 10)
- Mining (+5)
- Looting (+5)
So thats 45 points spent with a minimum of 55 points remaining for trying out new play styles. Cant wait to try it out!![]()
Agree, in SP it will make a lot of sense to distribute points and get only very few perks to max. I expect to play the game a few times so I will have enough opportunities to try out all perks eventually.meganoth, MM just proved you right, hehwhich is great news!
And I'm sort of okay with the second half, "Master of none."
Though honestly, even if I were playing co-op I'd still prefer an end-game where Master of all was attainable. I know, of course, mods![]()
Might be interesting if after reaching max vanilla lvl that a mod tacked on more lvls for more points but not 1 for 1, maybe 2 lvls for 1 point then 3 lvls for 1 point. That kind of thing, so you're still 'advancing' towards Master of all.
Appreciate the wikipedia link, the other languages bit is quite interesting; had no idea so many cultures appear to view generalists in poor regard. I'm more in agreement with the longer version;
" "Jack of all trades, master of none, but oftentimes better than master of one" which refers to a person who is not the best at all skills, but is better than someone who is only a master of one."
Good stuff![]()
Making the zombies rise immediately removes the uncertainty of whether or not they're truly dead. I've had many wonderfully scary moments not realizing that the zombie I just knocked down had risen again behind me.I thought zombies playing dead on the ground was a feature not a bug![]()
I feel so too. Some stuff was added, for sure. The extra stun chance and more damage upon killing spree... But most stuff seemed to be recycled from A16.So i know I must be missing something here since everyone is excited about these perks.
Most of them seem like, more damage, more block damage, reload faster, do other things faster. I mean this as an honest question, was 90 percent of this stuff possible with 16 and was most of it already in, just differently?
Seems pretty basic yeah, but also more flexible and focused on gameplay styles. It can only improve from there.So i know I must be missing something here since everyone is excited about these perks.
Most of them seem like, more damage, more block damage, reload faster, do other things faster. I mean this as an honest question, was 90 percent of this stuff possible with 16 and was most of it already in, just differently?
I don't think the SI physics was changed(I could be wrong.) I think the physics changes mentioned were all vehicle physics.@DEVs/ @Moderators
I was wondering, with all of the physics changes and such are there changes to the structural integrity calculations of buildings?
Before we had the mass and max load of blocks, is it still working that way? Or have the values changed?
Lastly we had a hard limit of one block face being able to support 15 (I think it was) other blocks, but no more regardless of their mass.
Is that still a thing?
Yea and im not saying its bad. Is perfectly fine. It just was most likely a ton of work for slightly different results. Waste of video time to, Id rather see cool new things rather than look at at skill tree with +10 damage +20 damage, +30 damage. God bless him tho for taking the time to make the videos.I feel so too. Some stuff was added, for sure. The extra stun chance and more damage upon killing spree... But most stuff seemed to be recycled from A16.
To be fair he has shown mostly combat perks. What other kinds of things would combat perks give you? I mean, yeah, I can think of things but I would expect the perks he covered to be included in any combat skill system.So i know I must be missing something here since everyone is excited about these perks.
Most of them seem like, more damage, more block damage, reload faster, do other things faster. I mean this as an honest question, was 90 percent of this stuff possible with 16 and was most of it already in, just differently?
I could totally be wrong here and often am, but I seem to remember them saying that with Unity 18 there was a whole new physics system. (Full stop)I don't think the SI physics was changed(I could be wrong.) I think the physics changes mentioned were all vehicle physics.
Fataal will know.![]()
I do not recall these in A16.I feel so too. Some stuff was added, for sure. The extra stun chance and more damage upon killing spree... But most stuff seemed to be recycled from A16.
This is bad, and doesn't make sense.Maybe vanilla should pair attributes where buying 2 levels of one attribute closes off the highest level of the other attribute
Example: If strength and perception were paired buying the first two levels of strength would close of lvl 10 of perception. Buying strength to 10 would close of the highest 5 points of perception. Now that would make you aware of your decisions much earlier in the game.
i changed the points gained per level in a16, 7 instead of 5(or 6, i don't remember the exact number in vanilla)Agree, in SP it will make a lot of sense to distribute points and get only very few perks to max. I expect to play the game a few times so I will have enough opportunities to try out all perks eventually.
What I expect is that many will mod the game to get more points and then some of them will complain that the game is too easy :smile-new: .