Poojam
New member
Those are very good examples of bad design, but I don’t think anyone disagrees with you on those items. That doesn’t mean everything else was bad about learning-by-doing. Based on what I’ve read over the last few weeks, there is far more discontent surrounding how it is attributed to scavenging, mining, crafting and shooting. If you wanted to get better at mining, then it made sense that your character would get stronger and do more damage to blocks as you mined. If you wanted to become a better marksman, then it made sense that your skill improved after you shot a gun a bunch and did damage. If you wanted to be a better scavenger then you had to go out and do it. Running, stamina et etc.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.
These activities, progression, and game’s incentive structure were natural and inherently understood by people that picked it up. It also provided an alternative for those who despised certain activities, by allowing you to just purchase the points in that particular skill. It was a very good hybrid system with a lot of inherent flexibility that could have been improved. The game passively encouraged people to play the game in the most enjoyable/rewarding way. As a lead developer, you should understand that this is THE goal in terms of good game design when it comes to XP-based leveling progression system.
The new system tosses all that encouragement out the window and feels like an artificial penalization system where you have to “play” for X hours to unlock Y perk. It’s disconnected from the player’s actions, overly simplistic in lieu of the A16 system – yet more difficult to understand (need a better UI), offers little replay value, and is quite dull. It is easier for someone to pick up and “understand” and probably easier to balance, but those come at a great cost to the game’s enjoyment imo.
edit - This was posted in another thread by another user, but I think it would serve your team well to watch.
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