Kalarro
New member
What about needing to find recipes?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.
What about needing to find recipes?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.
Forge Ahead by returning to the past?...so many folks didn't like that back then.What about needing to find recipes?
This. I at least would like to understand the thought process behind removing the one thing that actually made scavenging and looting both exciting and different in each playthrough. I wouldn't mind the skill/perk tree at all if almost EVERYTHING wasn't gated behind it. It's not so the level gates that disturb me, but more so that everything can be calculated and obtained at the same pace in every playthrough. Books was the one thing that made the replayability as awesome as it was, and it was the main reason dicovering new cities was thrilling because you'd hope to find a Crack-a-Book in them. With everything simply being a matter of obtaining enough skillpoints (and it doesn't matter whether it's by killing zeds or by mining stone, and how well it's balanced), the excitement and the NEED to go out to raise your knowledge got lost.What about needing to find recipes?
Spam crafting was an exploit but spam killing isn't? I mean, they nerfed zombie xp precisely because it wasn't the intention that you could farm zombies to level. You'll have to do some better explaining to get around this riff on your words:Killing zombies for XP is not an exploit, it's now the game intention. Have you not been paying attention?
No explanation needed, take it in whatever context you please. Have a good day.Spam crafting was an exploit but spam killing isn't? I mean, they nerfed zombie xp precisely because it wasn't the intention that you could farm zombies to level. You'll have to do some better explaining to get around this riff on your words:
"Just because you can do something, does not mean you should lmao. I never once farmed zombies in A17 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."
This looks to me a bit like you have been developing a "cargo cult". You interpret every bug, idiosyncracy or half-developed feature the game throws at you as a sign of the "gods" what you should do now. :fat:Killing zombies for XP is not an exploit, it's now the game intention. Have you not been paying attention?
There are RPGs where the normal time for a playthrough is 40 to 60 hours. It is your choice whether to play them or play something like LoL or PUPg where essentially you play half an hour and then start again.it takes way to long to get something done here in game. Not all of us can play 24/7 tell me how much u can accomplish in 1 hour of gameplay ? pretty much nothing and thats not rewarding at all.
Totally agree. They could have added so many interesting ways to unlock stuff. POIs related to a recipe. Very tough to complete early on but eventually you get good enough to do them meaning you will always unlock the recipe at some point. Specific zombies that have a higher chance to drop them. Find a working forge/workbench/chemstation and unlock the recipe by using them for some amount of time.There should be several methods to unlocking things.
Finding recipes (via rwg loot).
Buying recipes (from trader).
Earning recipes (from completing quests).
Learning recipes (from doing).
...but, that would go against the simplification system TFP is developing in their attempts to marginalize their own potential.
No sir (ma'am?) when the game has added more zombies to POIs, added dungeon houses specifically loaded the houses up with zombies, increased the XP per zombie (recently nerfed a tad in this build but still the main XP source), and nerfed all other XP sources, it would a stretch by any means of the word to consider that a sign of the "gods" what I should do now. That was made glaringly obvious by the development path. One can only assume what we should do later in reference to balancing.This looks to me a bit like you have been developing a "cargo cult". You interpret every bug, idiosyncracy or half-developed feature the game throws at you as a sign of the "gods" what you should do now. :fat:
Could turn this a complete 180: im not going to keep playing after i have 'done everything' to grind out levels for 'perks'. As far as 'constant engagement' thats a pretty bull♥♥♥♥ statement, the same applied in A16 in regards to keep leveling up and unlocking things, the difference was that system actualy felt engaging.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.
So the confessions of multiple developers that zombie xp is too much were lies or misdirections? That less zombies are in houses now is no sign of balancing but due to their bad conscience? All the players who called for a lot more zombies in an area instead of bullet sponges were never a reason to put more zombies into the game? All the players who lamented about empty cities were not a reason to put more zombies there? That in A16 digging in sand was by far the fastest xp source doesn't show that balancing is not that easy but that sand-digging was glaringly obvious the development path of A16?No sir (ma'am?) when the game has added more zombies to POIs, added dungeon houses specifically loaded the houses up with zombies, increased the XP per zombie (recently nerfed a tad in this build but still the main XP source), and nerfed all other XP sources, it would a stretch by any means of the word to consider that a sign of the "gods" what I should do now. That was made glaringly obvious by the development path. One can only assume what we should do later in reference to balancing.
You have to know where the thing is. I did one where the item was on top of the building, and I parkoured my way up there. So, not impossible, but highly unlikely...and didn't use stealth.(Someone show me how to stealth a trader fetch quest, i say it´s impossible without killing)
WIP.Also why the questmarks at the rally point that ruin immersion bigtime? They serve nothing for gameplay other than breaking the immersion.
I don't find it fun to have to get hit to improve a skill, I find that a ridiculous system that may as well not exist. However, I also don't find it fun to just buy a perk and get the same benefit. If you don't wanna take so much damage, then how about you stop getting hit so much. Or maybe you craft some better armor. If you keep breaking your legs, then stop falling. Not everything needs a skill or perk, some of it should be down to your own skill and knowledge of the game.I just don't see how its fun to "get hit" to improve at endurance. How is it fun bunny hopping jumping and falling to improve agility? (Oblivion) What if you love melee combat, and you maxed out your strength? You could no longer progress at strength activities and you would be forced to do things you don't want to do to advance your character which is lame (Skyrim one handed/two handed was this way). How is spam crafting stuff you don't need engaging to advance intellect?
The current system allows you to play how you want, not spam craft, and not partake in activities that you aren't interested in to progress. Just play the game and advance and have nice perks to specialize in. I think its 1000x better than anything we've ever had if you just relax and focus on survival instead of staring at the XP bar.
As far as leveling speed, its a double edged sword. It takes time to build a fort and scavenge enough decent weapons and gear and if you level too fast you are NOT ready for the game staged nasties that come your way.
This is where our opinions meet. That xp bar and the xp popup should be removedShow me an xp bar and i'm gonna obsess over it. Can't tell me to relax and focus on survival when there is leveling to be done!![]()
Your whole post can be boiled down to the last sentence in the part you quoted me on:So the confessions of multiple developers that zombie xp is too much were lies or misdirections? That less zombies are in houses now is no sign of balancing but due to their bad conscience? All the players who called for a lot more zombies in an area instead of bullet sponges were never a reason to put more zombies into the game? All the players who lamented about empty cities were not a reason to put more zombies there? That in A16 digging in sand was by far the fastest xp source doesn't show that balancing is not that easy but that sand-digging was glaringly obvious the development path of A16?
I have perfectly valid reasons and explanations to see the changes in a different light. But obviously, besides pointing at occams razor, I can't prove anything,
Look at the power attack. It was quite clear and obvious that having no use for the normal attack is not intention but a balancing issue (or do you have a conspiracy theory for that as well?). If the developers had time to play the game a few dozen hours they probably would have seen this. Now was this intention or just the result of developers who had not played the game much before releasing the experimental? Either because they were already so far behind their schedule or because their intention was to release at the earliest time and not have any balance pass before the release.
I could give you more examples to show that it is very unlikely that they had time to test A17e before release. The first release had no level gates for example. Obviously nobody had time to test before release if that worked. Or was that intention as well?