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.