Deceptive Pastry
New member
One of the most common things I see from the Devs relating to progression is that they want specialization. I am for this, but I think when it comes to crafting A16 felt way more specialized than it does now. I think these are some of the main problems:
1. High INT requirements. The thing with specializing is, a good handful of the perks are must-haves at least imo. At least a couple points of Pack Mule, Sex Trex, a couple points in mining related stuff, plus attributes/perks related to whatever primary weapon you're using. If you want to do any crafting, regardless of what type whether it be vehicles or ammo, each player will also need that INT investment. Want one person to be the mechanic able to make a 4x4, while another makes shotgun turrets, and a third makes ammo (including rockets)? They all need INT lvl 9 (20 points now?). Or you could much more efficiently just have one person who does all the crafting and save 40 points overall...but that is kind of lame for that player, having to save up and invest nearly all points in INT and related perks while the rest of the party are zombie killing machines. These branches were mostly level-gated before, which we just moved away from this latest patch. You also had different core skills split up between gun crafting, tool crafting, etc. I know they were trying to simplify, but I just feel like the INT really bottlenecks everyone to go heavily down that path regardless of what *type* of crafting they want, and after that requires fairly little further investment.
2. Perhaps the bigger issue...Too many crafting branches packaged into too few perks. Hammer & Forge includes both tools and armor, maybe this one makes decent sense. Adv. Engineering mixes together gun crafting, traps, electrical and a couple other random things. Science mixes mods, ammo, and front-loads a few other items into lvl 1, and is pretty much an obvious buy regardless of what weapon playstyle you're focusing on. I would sooner see these split up into more perks with the unlocked recipes spread out more through the levels, perhaps also with increasing costs but lower INT requirements, so that you can specialize more into what you actually want to craft. This of course makes more sense in MP than SP, but balancing SP seems to be an issue that remains regardless atm.
1. High INT requirements. The thing with specializing is, a good handful of the perks are must-haves at least imo. At least a couple points of Pack Mule, Sex Trex, a couple points in mining related stuff, plus attributes/perks related to whatever primary weapon you're using. If you want to do any crafting, regardless of what type whether it be vehicles or ammo, each player will also need that INT investment. Want one person to be the mechanic able to make a 4x4, while another makes shotgun turrets, and a third makes ammo (including rockets)? They all need INT lvl 9 (20 points now?). Or you could much more efficiently just have one person who does all the crafting and save 40 points overall...but that is kind of lame for that player, having to save up and invest nearly all points in INT and related perks while the rest of the party are zombie killing machines. These branches were mostly level-gated before, which we just moved away from this latest patch. You also had different core skills split up between gun crafting, tool crafting, etc. I know they were trying to simplify, but I just feel like the INT really bottlenecks everyone to go heavily down that path regardless of what *type* of crafting they want, and after that requires fairly little further investment.
2. Perhaps the bigger issue...Too many crafting branches packaged into too few perks. Hammer & Forge includes both tools and armor, maybe this one makes decent sense. Adv. Engineering mixes together gun crafting, traps, electrical and a couple other random things. Science mixes mods, ammo, and front-loads a few other items into lvl 1, and is pretty much an obvious buy regardless of what weapon playstyle you're focusing on. I would sooner see these split up into more perks with the unlocked recipes spread out more through the levels, perhaps also with increasing costs but lower INT requirements, so that you can specialize more into what you actually want to craft. This of course makes more sense in MP than SP, but balancing SP seems to be an issue that remains regardless atm.
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