PC Do you guys like this new leveling system ?

In entityclasses.xml Add this:

<entity_class name="zombieTemplateMale">

<property name="ApproachSpeed" value="2.2"/>

<property name="NightWanderSpeed" value="2.08"/>

<property name="NightApproachSpeed" value="3.1"/>

In items.xml

Add this:

<item id="71" name="handZombie">

<property name="DamageEntity" value="100" />

<property name="DamageBlock" value="500" />

In spawning.xml

Replace every biom with this::

<spawn maxcount="30" respawndelay="1"

You can thank me later!
If you think increasing run speed and zombies hit strength makes challenging game play you must also think hotdogs and chicken nuggets are fine dinning.

 
It probably could, for sure. With the perks split, it does allow for more player choice. People trait-ing high into INT can use master chef to manage their food needs, while those who would rather play more scavenger/nomad can take Slow Metabolism instead. I do think what food gives needs some more tweaking. Bacon and Eggs seems to be pretty OP for being a 1st level perk.
Except for them being limited by how many eggs you can collect. If you are constantly checking birds nests you can eat bacon and eggs non-stop. The second you stop checking or stop exploring no more eggs and bacon.

 
If you think increasing run speed and zombies hit strength makes challenging game play you must also think hotdogs and chicken nuggets are fine dinning.
The problem i see here is all u can do atm do make it more a challenge is to up the speed strength or health of the zobies. Just because there is nothing in the game that would make the challenge any harder.

Pls tell me something here in game thats a challenge right now.

Or tell me what we could turn into a challenge to make it harder without making something just tedious :smile-new:

 
Except for them being limited by how many eggs you can collect. If you are constantly checking birds nests you can eat bacon and eggs non-stop. The second you stop checking or stop exploring no more eggs and bacon.
I've noticed this as well. once I have around 750-1000 arrows in reserve or have transportation I tend not to search bird's nests anymore. But, by then I'm usually perked into metabolism. I like that TFP merged the food and water suppression into 1 perk, solely because I never once put a perk into water and always had put 3 into metabolism.

 
Thanks. If your not a min maxer type you will love the new system. We're balancing it and improving it.
I feel like this emphasizes my problems with the current build even though I don't hate it.

My personal play style is generally a lone survivor playing like a coward, I go out and explore when needed to restock and get new supples. Then when I'm stocked I fortify my home base defenses and do quality of life upgrades, expanding my farm designing the interior etc.

I admittedly min-max with the focus of making myself best able to survive

That being said, playing solo I absolutely have to have some levels of intellect in order to be able to convert my resources into useful tools and gear to survive. I have to have some combat skills for when I'm forced out into the world to restock and inevitably run into the undead. Since I'm building a base from the ground up I have to have modest gathering skills.

If you stopped here and compared my build to others they'd probably look way too similar to someone with a different play style. At lvl 50-60 where I think you mentioned in another post is where you generally stopped (and where I'm currently at in my game atm) I really just have a lot of bleh stat boosts that make me a much more competent physically fit human which is nice and you can definitely feel the improvement as you progress, but overall not that much changes. I'm a bit above avg with knives and rifles, my 2 weaps of choice, but because of the (agreeable) choice of not making zombies bullet sponges how good do I have to be with them in the first place?

When I first saw that knives could get a bleeding effect and later an AOE bleed I was super excited to unlock it, but as I got closer to being able to actually use it I saw that it was kind of moot at this point as my weapons and raw strength didn't leave much to be desired.

Sneak at first also looked amazing to me, as a coward avoiding unnecessary confrontation seemed like they'd make for a nice skill set. After thinking about it though, most buildings are relatively sealed, so you have to make noise to bust in and then once alerted the combat will probably wake everything else and there is no way to disengage to gain your sneak dmg bonus again without running a mile away so all those points are useless. It might be nice for clearing sleeper respawns after you've cleared a building but once again its too little too late when you have modded steel weapons reliability than a skills fringe use.

Passive health recovery also looked AMAZING at the outset, save health recovery and food items so I don't ocd waste resources to have full bars. Once again tho its lacking and by the time you start getting useful unique bonuses for specializing in it like the passive max hp recovery I had so many bandages available to me that it was worthless with my now much bigger hp bar and became more of a liability to rely on compared to making sure I properly healed.

A good chunk of this is primarily balance issues which understandably take time to level out. It still leaves a lot of problems to address. First off what are the 'fun' perks you can put points into that are less efficicient and won't min-max you? Parkour, Olympic Swimmer, Master Chef, Stealth? It's glaringly obvious there isn't much incentive or option but to min-max as you play.

The gameplay loop of explore, fight, gather, fortify, in itself is the biggest hook for most people which is fine it's why we play survival games in the first place, but if you want to give players choice in how they want to focus those efforts those choices need to feel meaningful and rewarding.

Feel free to disregard my skill change/addition suggestions here ~ https://puu.sh/ChxcO/ecbd273800.png ~ since its a bit off topic and way waaaay too long lol

Well.... that was more like my $9.95 instead of my 2 cents >..>... but to summarize, I still think the game is fun and will naturally get better with balance improvements but without skill choices being as impactful as they should it won't nearly live up to it's full potential.

 
Except for them being limited by how many eggs you can collect. If you are constantly checking birds nests you can eat bacon and eggs non-stop. The second you stop checking or stop exploring no more eggs and bacon.
True true, I hadn't really thought about it because I am a OCD looter/explorer. If there's a container, I open it. Even if I already have 1000 feathers.

 
The problem i see here is all u can do atm do make it more a challenge is to up the speed strength or health of the zobies. Just because there is nothing in the game that would make the challenge any harder. Pls tell me something here in game thats a challenge right now.

Or tell me what we could turn into a challenge to make it harder without making something just tedious :smile-new:
Well-

https://7daystodie.com/forums/showthread.php?38584-True-Survival-JZMOD

or look in any of the other half dozen mods that add more challenging game play. The key to making it challenging is not changing one or 2 variables by a lot, its changing 100's by a little

 
If you think increasing run speed and zombies hit strength makes challenging game play you must also think hotdogs and chicken nuggets are fine dinning.
Actually there is a great sausage restaurant in my home town, you should try it. Very hipster very trendy!

Maybe the sarcasm was lost in the intereweb.

I mean of course you CAN mod A16 to be a nightmare where you probably wont survive to the first BM. Will it be fun probably not, challenging yes!

Edit: I only over did it because I was to lazy to make a new overhaul mod at the moment :)

 
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Except for them being limited by how many eggs you can collect. If you are constantly checking birds nests you can eat bacon and eggs non-stop. The second you stop checking or stop exploring no more eggs and bacon.
Not really. The traders have finally decided to start selling decent food, so no need to learn master chef.

 
"Do you guys like this new leveling system ?"

I'm good with the new system. I didn't mind the old system. I won't mind if they combine the systems, or come up with a reasonable alternative, or if they do not.

I'm not indifferent, I'm satisfied.

I ~do~ want a leveling/progression system of some kind though.

-Morloc

 
Not really. The traders have finally decided to start selling decent food, so no need to learn master chef.
I actually think this is good. Different paths to the same goal.

But balance is of course a must. Looks like the trader might need that now.

 
Someone made a poll about skill leveling, one of the moderators I believe, and last I checked the majority were not in support of the current leveling system.

Of course, I can't find the post anymore, so it might have been taken down or maybe I'm remembering it from a dream. I'm going with the former.

 
Time to say my piece too:

I like the new system.

For me it is more freedom. Less "wrenching cars because you need to level construction", more "wrenching cars when you want the parts". I do think there is still a lot of balancing necessary and there should be an alternative to crafting most stuff in the INT tree.

And I like the idea that you can't max all attributes (no surprise there, I even proposed it myself some time ago). Increasing costs for ability or perk levels could work too.

 
Well, MM came, he read, he responded, he decided not to budge or consider alternatives, he won't be back, so it's settled. Mod the stupidity out... that's the only recourse.

 
I like the new system.
For me it is more freedom. Less "wrenching cars because you need to level construction", more "wrenching cars when you want the parts"
I don't think that is the issue tbh, it's more about: "Before you start wrenching cars, kill some more zombies because that way you will be even better at wrenching cars and thus get more car parts."

 
Well, MM came, he read, he responded, he decided not to budge or consider alternatives, he won't be back, so it's settled. Mod the stupidity out... that's the only recourse.
Oddly enough, that did feel like closure lol.

 
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