Hey all,
First of all, I just want to congratulate the team on making this game as its one of the best games I've played and its the only game that my wife actually wants to play! We are loving everything on this new release (City generation is amazing btw) and wanted to give some feedback on one of the main things that we both currently dislike.
Currently, you are kind of shoehorn into certain playstyles with the current perk systems and it makes it really hard for us to divide our perks into things we need/want. If you want to be a medic, you're pushed to also use batons and turrets as your weapons. If you want to be a miner, you are currently pushed to use clubs and farmers pushed to fist weapons ect. While yes you can cross multiple attributes to get what you want, its discouraging to spend over 10 points into one attribute to just use one perk in that tree and leads to along of wasted points. This also makes it very hard to work together as a team and divide skills with others as people tend to just overlap anyways.
What I think would work wonders is re-working the current system into four categories. Combat, Survival, Crafting, Savaging. Each one should have every aspect broken down into its own category so this can allow players to really specialize into their own fields freely. This also can make tools useful for weapons too if they specialize in it. This can give players alot more freedom of choice while also promoting teamwork. This also helps the massive jumps some perks currently give (Ex Miner 69 gives all your tools a buff plus crafting ability so its basically a staple perk at this point) For an example of some below
COMBAT TREE: Every useable weapon (Including tools) will have their own perk for players to specialize in. Below are some examples
Axe
Trait
Nailgun
Trait
Spear
Trait
Perk 1:
5% faster swing speed
Perk 1:
5% Damage
Perk 1
5% Damage
Perk 2:
10% Stamina Reduction
Perk 2
10% Bleeding Chance
Perk 2
5% Melee range
Perk 3:
10% Chance to bleed on power swing
Perk 3
20% damage to Bleeding Targest
Perk 3
25% throwing speed
Perk 4:
5% chance to knock down
Perk 4
Legs shots pins enemies down for 2 seconds
Perk 4
50% chance to knock down enemy when thrown
Perk 5:
10% Damage
Perk 5
20% damage to rooted enemies
Perk 5
10% damage
Perk 6:
5% chance to dismember
Perk 6
20% Bleeding Chance
Perk 6
25% damage to knocked down enemies
Perk 7:
25% more damage to knocked down enemies
Perk 7
15% damange to Bleeding Enemies
Perk 7
10% chacne to dismember target when thrown
Perk 8:
10% Faster Swing Speed
Perk 8
25% Clip Size
Perk 8
15% stamina reduction
Perk 9:
10% Damage
Perk 9
20% Reload Speed
Perk 9
50% Chance to knock down enemies when thrown
Perk 10:
Power swings no longer stop stamina regen
Perk 10
20% Chance to not use an Nail when shooting
Perk 10
Deal damage when grabbing a thrown spear in an enemy
Survival Tree: Everything that deals with health, hunger, thirst and diseases
Tracking
Medic
Perk 1
Can track small animals
Perk 1
Heal for 10% more
Perk 2
Can locate birds nest
Perk 2
Items cure for 10% more
Perk 3
Can attract small animals when tracking
Perk 3
Wounds heal 10% faster after treatment
Perk 4
Can track medium animals
Perk 4
You heal for halve of the value when healing others
Perk 5
Can sneak up to animals easier
Perk 5
Heal for 20% more
Perk 6
Deal double damage to animals while tracking
Perk 6
Items cure for 20% More
Perk 7
Can now track large animals
Perk 7
Wounds heal 20% faster after treatment
Perk 8
Can now track undead animals
Perk 8
Normal bandages now heal you for 5 health when used
Perk 9
Animals will no longer detect you while sneaking
Perk 9
You heal for the same amount when healing others
Perk 10
Alive animals no longer attack you
Perk 10
10% chance to not use a health item
Crafting: Everything that deals with creating things. Each workstation can be its own category which each tool/armor as other categories too.
Forge
Perk 1
Smelt items 10% Faster
Perk 2
Use 10% less resources
Perk 3
Generates 10% Less Heat
Perk 4
Fuel last 10% Longer
Perk 5
Craft 20% Faster
Perk 6
Smelt 20% Faster
Perk 7
Generate 10% less Heat
Perk 8
Craft 20% Faster
Perk 9
Fuel Last 20% Longer
Perk 10
5% chance to craft two items
Savaging: Everything to deal with looting exploring and questing
Lucky Looter
Perk 1
Find 5% more basic resources
Perk 2
Find 5% more food items
Perk 3
Find 5% more Medicine Items
Perk 4
Find 5% more weapons/Ammo
Perk 5
25% chance when finding items to be 1 quality higher
Perk 6
10% Chance to find Mods
Perk 7
10% Chance to find books
Perk 8
15% more food
Perk 9
15% more Medicine
Perk 10
5% Chance to find double loot
This system lets every point mean something and players can start working towards the character they want to play as rather then throwing X amount of points into a category to just be able to farm some potatoes.
First of all, I just want to congratulate the team on making this game as its one of the best games I've played and its the only game that my wife actually wants to play! We are loving everything on this new release (City generation is amazing btw) and wanted to give some feedback on one of the main things that we both currently dislike.
Currently, you are kind of shoehorn into certain playstyles with the current perk systems and it makes it really hard for us to divide our perks into things we need/want. If you want to be a medic, you're pushed to also use batons and turrets as your weapons. If you want to be a miner, you are currently pushed to use clubs and farmers pushed to fist weapons ect. While yes you can cross multiple attributes to get what you want, its discouraging to spend over 10 points into one attribute to just use one perk in that tree and leads to along of wasted points. This also makes it very hard to work together as a team and divide skills with others as people tend to just overlap anyways.
What I think would work wonders is re-working the current system into four categories. Combat, Survival, Crafting, Savaging. Each one should have every aspect broken down into its own category so this can allow players to really specialize into their own fields freely. This also can make tools useful for weapons too if they specialize in it. This can give players alot more freedom of choice while also promoting teamwork. This also helps the massive jumps some perks currently give (Ex Miner 69 gives all your tools a buff plus crafting ability so its basically a staple perk at this point) For an example of some below
COMBAT TREE: Every useable weapon (Including tools) will have their own perk for players to specialize in. Below are some examples
Axe
Trait
Nailgun
Trait
Spear
Trait
Perk 1:
5% faster swing speed
Perk 1:
5% Damage
Perk 1
5% Damage
Perk 2:
10% Stamina Reduction
Perk 2
10% Bleeding Chance
Perk 2
5% Melee range
Perk 3:
10% Chance to bleed on power swing
Perk 3
20% damage to Bleeding Targest
Perk 3
25% throwing speed
Perk 4:
5% chance to knock down
Perk 4
Legs shots pins enemies down for 2 seconds
Perk 4
50% chance to knock down enemy when thrown
Perk 5:
10% Damage
Perk 5
20% damage to rooted enemies
Perk 5
10% damage
Perk 6:
5% chance to dismember
Perk 6
20% Bleeding Chance
Perk 6
25% damage to knocked down enemies
Perk 7:
25% more damage to knocked down enemies
Perk 7
15% damange to Bleeding Enemies
Perk 7
10% chacne to dismember target when thrown
Perk 8:
10% Faster Swing Speed
Perk 8
25% Clip Size
Perk 8
15% stamina reduction
Perk 9:
10% Damage
Perk 9
20% Reload Speed
Perk 9
50% Chance to knock down enemies when thrown
Perk 10:
Power swings no longer stop stamina regen
Perk 10
20% Chance to not use an Nail when shooting
Perk 10
Deal damage when grabbing a thrown spear in an enemy
Survival Tree: Everything that deals with health, hunger, thirst and diseases
Tracking
Medic
Perk 1
Can track small animals
Perk 1
Heal for 10% more
Perk 2
Can locate birds nest
Perk 2
Items cure for 10% more
Perk 3
Can attract small animals when tracking
Perk 3
Wounds heal 10% faster after treatment
Perk 4
Can track medium animals
Perk 4
You heal for halve of the value when healing others
Perk 5
Can sneak up to animals easier
Perk 5
Heal for 20% more
Perk 6
Deal double damage to animals while tracking
Perk 6
Items cure for 20% More
Perk 7
Can now track large animals
Perk 7
Wounds heal 20% faster after treatment
Perk 8
Can now track undead animals
Perk 8
Normal bandages now heal you for 5 health when used
Perk 9
Animals will no longer detect you while sneaking
Perk 9
You heal for the same amount when healing others
Perk 10
Alive animals no longer attack you
Perk 10
10% chance to not use a health item
Crafting: Everything that deals with creating things. Each workstation can be its own category which each tool/armor as other categories too.
Forge
Perk 1
Smelt items 10% Faster
Perk 2
Use 10% less resources
Perk 3
Generates 10% Less Heat
Perk 4
Fuel last 10% Longer
Perk 5
Craft 20% Faster
Perk 6
Smelt 20% Faster
Perk 7
Generate 10% less Heat
Perk 8
Craft 20% Faster
Perk 9
Fuel Last 20% Longer
Perk 10
5% chance to craft two items
Savaging: Everything to deal with looting exploring and questing
Lucky Looter
Perk 1
Find 5% more basic resources
Perk 2
Find 5% more food items
Perk 3
Find 5% more Medicine Items
Perk 4
Find 5% more weapons/Ammo
Perk 5
25% chance when finding items to be 1 quality higher
Perk 6
10% Chance to find Mods
Perk 7
10% Chance to find books
Perk 8
15% more food
Perk 9
15% more Medicine
Perk 10
5% Chance to find double loot
This system lets every point mean something and players can start working towards the character they want to play as rather then throwing X amount of points into a category to just be able to farm some potatoes.