Gathering and looting is the same thing, just explain to me whats the difference between picking jucca in a desert or picking jucca from a house?Early game should be about basic hunting and gathering. Not looting the crap out of POI's.
Gathering and looting is the same thing, just explain to me whats the difference between picking jucca in a desert or picking jucca from a house?Early game should be about basic hunting and gathering. Not looting the crap out of POI's.
That is essentially wrong.In A18 it made more sense that more dangerous zombies and more amounts of them were in the bigger POI's, and the loot tradeoff was worth it. now?
Silly things, easily fixed with a few lines of code. They never bothered to do that though.Yes because it was totally natural to run in circles on spikes jumping up and down using bandages while crafting 5000 stone axes. /sarcasm (Though there were enough people that actually did that!)
Honestly it doesnt need much change.LBD can only possibly work if it's used as a subsystem rather than the primary progression. Otherwise you loop back around to either crafting 400 stone axes or putting super strict and arbitrary caps on how much you can progress (based on GS or overall level if I had to guess), and that's awful for gamefeel.
Hm, I can imagine that.Learn by doing could be applied to ... digestion ...
Especially since they removed that from the old LBD system in A16 and yet people still use it as the prime reason to abandon LBD.Spam crafting doesn't need to come back in order for learn by doing to work.
Ttocs said:I do miss parts of LBD, it was part of the magic of the version i fell in love with![]()
It's pretty uncommon in mainstream FPS games. The only games I can think of that have this sort of progression system are indie roleplaying games... Cataclysm: Dark Days Ahead for example. Several MUDs have them as well. The problem is figuring out a way to keep it fun without enticing people to grind. Locking crafting behind a skill that you can grind in will pretty much guarantee grinding. It works well for activities that are monotonous and imperative anyway; in this game fighting enemies and resource gathering are the two obvious activities where a LBD system can feel rewarding.caatalyst said:I really miss learn by doing.
With the new book system you wouldn't even necessarily need skill points at all.
Learn by doing could be applied to all physical skills (Stamina, digestion, weapon accuracy and recoil etc)
Intellect skills could be learnt by finding books. (Crafting tools, blocks, ammo etc)
These two combined would be very organic and the book system would eliminate spam crafting. You could even expand the intellect skills by allowing the player to break down items they find in the world at the work bench to learn how to craft them. Maybe the more you break down the better you become at crafting them (higher item level).
This would be the perfect way to do it, dont get me wrong NOTHING IS WRONG WITH HAVING PERKS, but if they want realism and immersion, the LBD method for basic skills like armor crafting&repair, and tools was much better and then supplement with perks/books. Ideally a no perk system, but LBD & find books to learn system would be the most realistic and natural progression BUT that would kill alot of good balance aspects of the game, or theyd have to be re-coded which could be difficult (IE: Well insulated perk would be a nightmare to try and code to show resistance to elements naturally over time, but in real life people can and do get used to the environment they live in so using it as a perk that you spend points on as you level up over time isnt THAT immersion breaking)Onarr said:I think it could be a trifecta of progression
- LBD - for raw numbers
weapon handling
- gathering
[*]Perks - change in gameplay, something fun
animal tracker
- lockpicking
- etc.
[*]Magazines and books - recipes and unique bonuses
recipes
- unique bonuses
Lot of concern in the game is with replayability. Might I suggest a selection of random new perk (select from 3) or using several perk points to improve already existing one? It works quite well in lot of roguelike games imho.
Spam crafting made sense though, If you dedicate time to make 100 stone axes, your first one will not nearly be as good as the 100th one...This is what I'd like to see. Learn-by-doing for action skills. For crafting, you could access additional crafting tiers by obtaining more blueprints. To me, spam crafting not only didn't feel natural but it felt a bit like cheating. Although I wouldn't mind seeing it again if spam crafting only helped you craft the specific item you are spam crafting. So with stone axes you are only getting skill in crafting stone axes. Perhaps combine that with the skill-ups obtained through blueprints and you'd have a system that could incentivize both looting and crafting as viable ways to get better crafted items much more organically.
Also it'd be nice if some skills were just done away with entirely like Pack Mule. Just give us carrying capacity with every level. Having to study to be a better engineer in crafting things makes sense but having to study to increase my strength makes no sense when I'm carrying around a backpack full of crap all day.