PC Do you guys like this new leveling system ?

to each their own i guess, i dont look at it like oh i need to kill this many zombies to level up. i just go out scavenge and kill zombies along the way then i go do quest and kill zombies when i have to. and the levels come super fast. but then again im not the type of person that has to be max level and have everything in 2 real days like i could in alpha 16, i dont mind if it takes a little longer.
This.

The leveling changes don't happen in a vacuum. A17 really encourages you to get out there and roam around. Traders are more valuable, and there's quests that take you all over. I've yet to "grind" or really worry about my xp gains.

I did, however, in A16 go down in a mine and grossly outlevel the guys in my group who went out looting and killing. I got tons of levels from breaking stone that I sunk into buying barter perks, gun perks, athletics perks.

How is this different?

 
Nope. Way too much attenion on killing Zombies. Minecraft with Zombies my A. Genremix my A.

This is now a not so good looking dying light. If i wanna focus on killing zombies i play dying light.

So if levels aren´t importnant why not remove them?

It´s riddiculous to hide everything behind levelgates and then telling people that levels shouldn´t be a main goal.

 
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Nope. Way too much attenion on killing Zombies. Minecraft with Zombies my A. Genremix my A.
This is now a not so good looking dying light. If i wanna focus on killing zombies i play dying light.

So if levels aren´t importnant why not remove them?

It´s riddiculous to hide everything behind levelgates and then telling people that levels shouldn´t be a main goal.
zing...

 
It's abysmal imo. Two main reasons....

1) No more improving skill by doing skill. There is a huge disconnect. No matter the skill you want, you can gain EXP in any way to get it. Kill zombies all day then become a better miner for example.

2) Everything is pre-ordained. You get the same thing every game, at the same level. Once Intellect tree is perked out, you can make everything in the game (except Beakers). Thus less replayability, as every play-through is identical to the last in terms of player progression. And very quickly in any given game, no need to loot any more.

 
I did, however, in A16 go down in a mine and grossly outlevel the guys in my group who went out looting and killing.....How is this different?
Because after you mined for a day and they killed and looted for a day, you automatically became a better miner and they automatically became better at killing at looting. In A17, at the end of that same day you could become a better swimmer, and they could learn how to boil eggs.

 
One of things I noticed while digging clay was that it took me 5 hits with a shovel to clear a block. The last bit was removing 6 block hp. I had maxed all the damage perks and realized I would have to keep making that 5th hit until I hit level 20 and could buy more perks. This is first time where I’ve missed a mechanic from A16. It was always nice when you were able to reduce the number of hits it took to remove a block, especially when you were so close. In A16 one more level in mining would have done it, ow I’m going to be staring at that 6hp block for a while. I’m looking forward to Stompy’s modlet with the changes to progression.

 
Another rather small annoyance is having to save up at least one point to afford some skills when they unlock. For example, if you want Hammer and Forge at level 20, you need your point from level 19 to be able to get both Int 4 and Hammer and Forge.

In A16 this didn't bother me much since you didn't just get 1 point per level.

 
Because after you mined for a day and they killed and looted for a day, you automatically became a better miner and they automatically became better at killing at looting. In A17, at the end of that same day you could become a better swimmer, and they could learn how to boil eggs.
Your ellipses is where his point was made: He became better at bartering and gun perks and athletics. It wasn't automatic, but he perked into them the same as here.

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One of things I noticed while digging clay was that it took me 5 hits with a shovel to clear a block. The last bit was removing 6 block hp. I had maxed all the damage perks and realized I would have to keep making that 5th hit until I hit level 20 and could buy more perks. This is first time where I’ve missed a mechanic from A16. It was always nice when you were able to reduce the number of hits it took to remove a block, especially when you were so close. In A16 one more level in mining would have done it, ow I’m going to be staring at that 6hp block for a while. I’m looking forward to Stompy’s modlet with the changes to progression.
Well, in A16, your tool would degrade, so the 6 hp would become 10 hp then 14hp etc.

 
Your ellipses is where his point was made: He became better at bartering and gun perks and athletics. It wasn't automatic, but he perked into them the same as here.
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Well, in A16, your tool would degrade, so the 6 hp would become 10 hp then 14hp etc.
And it was already stupid.

But at least it was only a supporting way to level.

If you never bartered, you couldnt buy secret stash 4.

So it was basically only a support thing.

But now its 100% only perk related. So you can do whatever gives you most xp and still be the best in what you never did.

And yes it was... but it was still organic. You could choose to craft a new tool with "full hp" and see how you now only needed 4 hits.

It was rewarding. Now its "buy a perk or get your tool a color to increase damage" yaaay... progression? I guess?

*edit* and how was that a bad thing? It was realistic. A tool that gets used a lot degrades over time. And if you aren't an expert at repairing/crafting that tool, it would get worse over time.

The only unrealistic thing was that you could combine two items to make a better one... like "huh"? :D

 
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Nope don't like it.

Learning by doing is far superior in a survival genre imo.

A15 was my favorite but A16 pleased more players so I could live with that.

Does that mean that A16 was flawless?.. No

Was A16 broken beyond repair?... I don't think so.

A patched a16 system was what i was hoping for. But MM has already stated that the new system is here to stay so I'll wait for spiders Mod and have a look at stompynz mod

 
If I could make great gear by just camping and craft/scrap/craft in a cave for a few days, then go rampage in steel gear why not just edit myself to the stats I want and spawn the gear I want out of the gate?
I'm sorry but that to me sounds like: I could get rich by robbing that bank, so why in the world would I get a job instead of just getting a gun and ski-mask.

Just because you can do something, does not mean you should lmao. I never once spam crafted anything in A16 because I didn't have to lol. Just because you made a choice to abuse an exploit doesn't mean the game was bad. You just made a bad choice and it killed your fun imo.

 
Spam crafting in A16, beyond stone tools, was useless and inefficient. The max level you could combine items up to was capped by your current crafting quality +50 for one thing.

 
I'm sorry but that to me sounds like: I could get rich by robbing that bank, so why in the world would I get a job instead of just getting a gun and ski-mask.
Just because you can do something, does not mean you should lmao. I never once spam crafted anything in A16 because I didn't have to lol. Just because you made a choice to abuse an exploit doesn't mean the game was bad. You just made a bad choice and it killed your fun imo.
Says the person who complains about killing a bunch of zombies to level up quickly and make the early game shorter. Or did I misunderstand?

Seems to have backfired, atleast in my case. The nerf on building made the game faster for me. I forgo building a home base now and just secure existing POIs early game. Then, I start building a horde base. The reason I say that it backfired and is faster is because TFP made me "adapt" and now I just kill zombies to get what I need. I forget about mining or building until I'm power-leveled to unlock items that are necessities for building a good horde base and to top it off... the AI is wayyyyyy easier to fool, you can literally make a horde go slower than walking with barbed wire and put them in loop.....
TLDR levels are faster, mining really isn't needed, building is less fun because the new AI pathing is easily cheesed... Trying to slow the game down in the beginning actually made the game shorter and easier (in my opinion) and lessened the replay value with removing the RNG
 
Says the person who complains about killing a bunch of zombies to level up quickly and make the early game shorter. Or did I misunderstand?
Killing zombies for XP is not an exploit, it's now the game intention. Have you not been paying attention?

 
I don't mind the new system at all. I did not mind the old system either. I don't really care about xp, levels, perks etc. In essence to me you are doing stuff to get more powerful. Label it however you want I can roll with it.

 
I don't like it at all. Totally killed the game for me. In a game like borderlands/Deus Ex, having perks works because they are either changing the way you play or enhancing it to some degree, not just making everything easier. I just don't see the perks in this game doing that except for the stealth perks. If anything they remove or trivialise gameplay.

Gone are the days when we learnt how to play a game and became powerful because of skill and knowledge. Now we just buy a perk and game gets easier.

I believe this game could have been awesome without any perk system at all, by adding more depth to systems like cooking, medical and clothing to name a few. Instead of perks that make you less hungry, how about food that keeps you full for longer? Same with drinks. How about more craftable clothing options to mitigate the cold/heat issues instead of perks that just remove it?

 
I have not been able to play B221 yet, but in previous A17e it was not the CAN it was the HAD TO I look forward to seeing if that is not the case anymore. Curious still why TFPs only nerfed Zombie XP instead of that and BUFF harvesting XP.
Zombie XP was too much. We still need more ways to gain passive XP, so it will all make sense soon. In most RPG's I've played you can level once an hour, but arguably you are OP at level 50 in most RPGs. The old versions felt end game by day 30, now I still have lots of things I want, but I am spoon fed perks constantly to keep me engaged.

 
Reward was totally divorced from risk. It make any successes I had feel shallow and largely irrelevant. If I could make great gear by just camping and craft/scrap/craft in a cave for a few days, then go rampage in steel gear why not just edit myself to the stats I want and spawn the gear I want out of the gate? It made advancement a reward for tedium not something you earned by anything meaningful.
I think this is why we only have perks now. From level gating toolsmithing, they realised how simple it was to solve the problem.

 
No I do not like the leveling gating.
We could level gate the perks. We tried it with no gating, it was too easy. Crafting forges on day 1, purples by day 7, skip every vehicle.

 
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