I don’t believe so. I believe that what I said to someone who wondered why there were 300 levels if TFP didn’t intend for us to get everything, is that the game used to be maxxed at 206 points which was intentionally not enough to get everything but after some of their typical listening to the community they added enough levels for those who wanted to be completionists. TFP’s attitude is that everything shouldn’t be able to be gotten during a single playthrough in order to keep choices meaningful. The last 100 levels take a loooooooooong time to do so that was the trade off for TFP—that 99% of players will never actually do it.
I typically play dead is dead. Endgame for me is restarting....
Sorry for misinterpreting your quote, but thanks for the correction.
I think if I have to sum up my points, just as a TL;DR it's simply this
TFP should decide on one of two ways to do perk system (IMO), because this is the most logical sense to me
EITHER:
Give us complete, or almost complete freedom (Allow us to buy ALL perks at ANY time, with ZERO gating) or at least a "less restrictful" gating like the long posts I mention before entail. If TFP is a fan of freedom, this should be their choice. IMO.
OR
Gazz has hinted that they want to force people down the road of "specialization". I am not saying this is the wrong way to do it (it's not what I prefer) but I understand this method, I guess. Anyway, if specialization is the road they want people going down, then make specialization more logical and meaningful. Right now the 5 attributes are not quite organized in a logical fashion. Mining is mixed in with melee combat, bartering and scavenging is mixed in with crafting. Just to name a couple. If specialization is what TFP wants, then at least it should make sense and actually be a truly "Class" system with "attributes" that reflect this (Gun guy, Miner, Medic, Farmer... ETC). I am not saying whether or not I prefer this or not to the current system - I may or may not - , I am just saying this is more logical.
There is one benefit that I do see to making more than 5 "attributes". Let's say they make now 10 classes. This means by definition it costs 50% less to master a class, which actually increases your freedom and lets you dabble in more pools. So with that, I actually think I would prefer EITHER approach that I suggest to what we have now.
I sense a discrepancy because in one post Gazz said he wants specialization but in the other he said he wants freedom. Which is it? I really don't know? Based upon what I can see that they HAVE done, it appears to me they have tried to come up with some convuluted system that "mixes" freedom and specialization. Which is a commendable idea, but almost impossible to do quite right imo (then you have to balance multiple "classes" within one attribute, which is potentially doable, but not at all easy.). It's easier to balance something that swings more towards one side or the other.
Another game I really liked, FFXII, is an example of a game that starts you off with a specific "class" but over time and with enough patience you can start to learn other "classes" and even eventually master them. It was very organic, even more than DRG. There weren't even any gates in FFXII, that I can recall, truly a unique game. You were limited only by the rate at which you could earn EXP (or was it skill points? Can not remember completely). I played the game so much I even had my White mage learn to be a master Warrior and Black mage. It was fun. Lol.