PC Do you guys like this new leveling system ?

Don't forget about the free 5 from the quest chain.
On a sidenote: Yeah I'd rather not have level gates. Make the tiers cost more to compensate. Makes specialization more rewarding and the weight of choice heavier.
I'm betting this is what we'll see in the next patch.

 
Don't forget about the free 5 from the quest chain.
On a sidenote: Yeah I'd rather not have level gates. Make the tiers cost more to compensate. Makes specialization more rewarding and the weight of choice heavier.
I do not get the point on this change, it does nothing to remove thr gates at all (aside from lowering some of them a little) why anyone that realises that level gates sucks would be happy wih being told they got removed when in reality they are still the exact same is beyond me.

 
Since Trader Jane (I think it is) looks like a nurse, is it plausible (or hoping) that they may have quests for leveling skills? So you go see doctor for training, she sets you to work doing some task that rewards you with skill points, or you now have 15/100 skill in medicine etc (I'd prefer that skill gain to just dumping points somewhere).

I think I'd prefer something like that. Probably more work, and for the love all things holy don't level gate it. That got modded out of my game after a few hours giving the old college try "the way the developers intended". That alone made the game significantly more fun for me. I just can't be bothered with level gates in a survival game. You do what you need to do in a survival game. Not dang can't do that yet because... well, points.

But we're still missing a large number of items and concepts that they are implementing. I think.

Whether we'll like it or not is another story. And God bless all the modders that can alter the game in so many different ways.

 
Don't forget about the free 5 from the quest chain.
I always forget that's there, because by the time the UI catches up with me I've already built all my tools and am knee deep in a five streak murder spree. Most people are going to build the axe and club first anyways, not the bedroll. Which means they'll forget about the starting quest like me because the text doesn't change to alert you.

 
So I haven't read all posts here only to about post 90 so don't know if this has been said yet, but my main problem with the new leveling system is that it just feels so generic now, just like every other RPG with leveling, Kill or do stuff and magically get new ability's, I loved the old system because it was different, was it perfect no, but it at least felt like they were trying something different.

I think I could deal with the new perk system if it just applied to the strength and agility stuff and the books and schematics came back for the intellect part, I really don't get why those were removed they gave a tone of incentive to get out there a search the world to get those rare schematics, yeah it could be annoying to not find what you need but its a survival game set in a post post apocalyptic world you should have to always be scavenging to find what you need to survive. Now the incentive feels like just go kill and be guaranteed to get this ability at this time.

I also am missing to old wellness system its just another thing that feels dumbed down and simplified, spend a point get more hp, the new system makes food feel less important, yeah you need to eat more now which is good in, A16 I would just sit at 5% hunger all the time because it didn't matter, so I like that you need to make sure your staying close to 100% on food and water, but you can get there by eating anything no reason to make better food, and in a survival game food should be the most important thing and should impact you beyond just having stamina or not. Personally I would ditch the whole level and skill thing and tie your strength and agility to what you eat and drink eat better food get more other all hp, strength, stamina, agility, eat crap and you loose it, make it something you have to always maintain, run out of good food and only eat junk you become weak, right now you just max out your perks and become a super human and then theres no challenge everything gets too easy.

 
I personally -kind- of like the new system... but not really? The perk system feels natural, and works well, for -bonus- abilities, extra hp, extra stamina, craft time reduction... but on the crafting end, which is primarily what I do; it feels forced, I preferred the old system where you learned by doing. I wouldn't spam craft either [i played true survival, I don't recall if you got xp for repairs in vanilla a16, but you do in that]; basically, do what I'm doing, sneak around, break into houses and take what I wanted/needed, and avoid zombies in order to conserve ammo and resources.

I liked that particular feels, because in my mind, survival isn't the same as 'action', resident evil isn't really survival anymore. Survival games are about risk mitigation and resource management; deciding if it's a better idea/use of resources to go out and hunt for food, scavenge some, or start a farm... in both the short and long term, while dealing with your limited resources. Risk does often provide reward, but another part of the risk/reward calculation is the possibility of failure and the lose that would accompany it.

A good way to balance it, would be to bring the xp gains from hunting zombies, and crafting to relatively equal levels. That along with removing the item quality modifiers from the perk tree, along with the recipe unlocks; and, restoring the active skill system for tool quality along with recipe books... would go a long way toward restoring the survival game feeling.

Maybe replace quality modifiers and recipes with bonus durability and additional effects? [doctor, for instance, could give bonus healing instead of unlocking recipes]

 
Last edited by a moderator:
I don't like it. It is vastly inferior to the learn by doing system in A16. The primary problem with that system was it was poorly balanced.

Perks have a place, but as an entire replacement for the skill system in A16, it is a disaster. Progression is blind to the action performed: I can kill zombies and become a master builder, or dig all the stone and become a perfect zombie killer without killing a single zombie. It feels broken, but I see the appeal for the devs: it reduces the complexity of progression to how fast the player can gain XP.

 
Back
Top