Poojam
New member
Spam crafting wasn't really possible as a viable strategy in A16. It was in A15…. Did you play A16 much? It was setup to stop progressing at 100 of the particular skill so you couldn't spam craft a skill forever to unlock everything else. Your ability to unlock unrelated strengths was capped at the skill points you received at each level, which didn’t get you very far usually in terms of unlocking a great new ability/item.No it didn't. Everyone spam crafted stone axes to get to pink and had steel armor by day 3 and skipped the most enjoyable process of the game which is slowly improving and overcoming all the hardships of the early game. Now you actually stop and smell the roses of the full progresssion from stone to iron to steel tools, and cloth to leather to military armor or the heavy armor.
The problem with skill based advancement is you stop progressing when one skill reaches the maximum. So now what? Do some artificial play style I don't like to gain more levels? If all I do is craft, and my INT skill is maxed, your saying I have to go kill stuff and raise my strength to level up some more?
The goal was to have a simple to understand system that offers a lot of different character classes you can build and I think we nailed it. In the old version everyone wore steel armor and used the best DPS gun. Now there are meaningful perk choices and you can play how you want. There is less random gods dictating your success. Play how you want, not be forced into grindy activities to level up or gain skill.
We could take 100 people and let them play a16 and give it a review and then another 100 to review a17 once its balanced and done. I'd bet a17 would get higher review scores. People just don't like change, even if its better. Theres still guys griping about sharp sticks being gone and cube terrain.
I’m confused by your point on this. A17’s system is exactly what you don’t want….? People will just do whatever is the best XP generating activity to unlock everything else in the game now (killing zombies currently). I could do nothing else in this game except kill zombies outside of one POI with a wooden club and unlock every skill in the game. How is that a good system?
After I spent my 60 game days whacking zombies and leveling, then I would start building a base with the best materials and try to waste the least amount of time farming/mining/scavenging at low levels where your stamina, block damage, and odds of finding higher level gear are junk. If I have a gripe, it’s that the focus is now on forcing people to experience the “full progression”, and it’s now the same formula every single playthrough. Just because I can pick a different perk, and my character is now faster/shoots different stuff better/whacks zombies on heads harder/carries more stuff - doesn’t mean it’s not the same every playthrough. You aren’t hearing what people are saying in this regards. The new design and changes to the looting/skill gain/stamina/mining speed have tossed the incentive structure for interacting with your environment out the window and locked away all the interesting things behind XP.
Everyone agrees. It is now a simpler system. Most everyone in this thread (and countless others) agree they like it less.
I think there are a lot of people that would enjoy playing A17 RPG. Fallout, Diablo, and Skyrim are testaments to that system. There are a lot of people that have played your game for years that don’t too though. It’s just that I’m in the latter category, and I don’t want to experience the “full progression” of gimp to grunt. I would much rather TFP concentrate less on skill progression/playthrough duration and figure out new and different ways to take advantage of your best asset – which is a fully customizable, voxel-based, multiplayer world. If you did it well; you could delete XP and level gates altogether, make it such that you got better at about half dozen activities that influenced your character’s abilities/strengths by doing, employed systems within the environment to reward and achieve the difficulty needed to gain the skills you want to include, and then focus on reasons for people to build/explore/interact with each other. This game has endless potential as a multiplayer game. You can build a generic action RPG/zombie shooter without the voxels. With this engine, those are always going to be the least impressive assets.