PC If you are going to force specialization

Voqar

New member
If you're going to do this:

"Attributes are no longer gated by your level. You can specialize very early game now but attributes cost more for the higher ranks. The goal is to allow players to specialize into classes early game, and be awesome at a few things and ok or poor at other things. Or you can be a jack of all trades, the choice is yours. With the costs of the higher attributes being steeper, players will probably want to specialize in one or two attributes and get the best perks in those attributes and late game there will be less god tier characters who have every perk unlocked. We are looking for feedback such as are there any exploits or severe imbalances with this new system."

then spread some of the crafting stuff around to different attributes because as it is, you there are too many "must haves".

Ex, you can't do ANYTHING tech-wise without going into intellect.

With carrying capacity crippled you pretty much have to go str JUST to get decent pack space.

So with this goofy change, which I'm not even sure what it's supposed to accomplish, since this won't help the whiners complaining about not being able to have everything steel at level 2, you'll be even more gimped than before all around.

So you can be good at combat - as long as you're fine with having stone arrows and a club only until level 100+

Or you can go hi tech and have great gear that will be nearly useless due to having no skills to leverage it.

Or you now have to level even higher than 100 to feel any sense of accomplishment, thus making the game a sloggy grind to get to any "good stuff".

Or you play co-op and some people never do anything except be your crafting/gathering bitches - hopefully staying in range of your combat people's kill range to get shared xp and actually level.

I dunno, I thought the system as it was worked pretty well. It was a fair gradual progression.

This seems like a royally ass backwards way of caving to the few whiners that want to make a forge on day one and that kind of nonsense. Nice job, babies, now you get your forge - but it'll take you 100 years to gather anything to smelt in it with your stone axe and no gathering skills.

 
Now I haven't put too much time into the new build obviously I must say that starting off I would at least partially agree with you in that, especially in singleplayer, if you want to enjoy the game and be able to fight and build and loot you really do need to be somewhat of a "jack of all trades". You need to level strength for pack mule and melee/mining, you do need intellect to at least craft work stations, vehicles, armor, ammo, and with the new stamina/food changes you really do need agility and probably some fortitude for survivability, and hell, if you want to use ranged weapons effectively then even perception is good to have. I completely get that they don't want us to op in the "early game," and I agree with that as I honestly enjoy having to progress and start off weak and primitive, but at least with the level gates we only had to spend one point and yes it was harder to specialise persay but with the new build with changes to food/water, mining, and having to spend more points, it feels even harder to specialise as you really need all those qol perks to start off which hinders the ability to "specialise into classes early game." I'll still be spending more time in this build and I hope it levels out as I get further along and I'm proven wrong but currently I think I preferred b221 as far the perk systems goes even if the level gates were a little annoying.

 
I am really against this change as well, and while we wait for them to get their heads screwed on straight I wanted a fix. So, with the help of some people on Reddit and the awesome xpath video guide on here I threw thistogether

 
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Now I haven't put too much time into the new build obviously I must say that starting off I would at least partially agree with you in that, especially in singleplayer, if you want to enjoy the game and be able to fight and build and loot you really do need to be somewhat of a "jack of all trades". You need to level strength for pack mule and melee/mining, you do need intellect to at least craft work stations, vehicles, armor, ammo, and with the new stamina/food changes you really do need agility and probably some fortitude for survivability, and hell, if you want to use ranged weapons effectively then even perception is good to have. I completely get that they don't want us to op in the "early game," and I agree with that as I honestly enjoy having to progress and start off weak and primitive, but at least with the level gates we only had to spend one point and yes it was harder to specialise persay but with the new build with changes to food/water, mining, and having to spend more points, it feels even harder to specialise as you really need all those qol perks to start off which hinders the ability to "specialise into classes early game." I'll still be spending more time in this build and I hope it levels out as I get further along and I'm proven wrong but currently I think I preferred b221 as far the perk systems goes even if the level gates were a little annoying.
I agree, I prefer the level gates in b221 as well. If b231 had it where each stat was 1 skill point, but no longer gated then i'd have liked it, but the current system is just aweful especally for SP.

 
Pretty sure some of you true believers promised us whiners that TFP don't cave. Changing your story, are ya? ;)

The gating needed to change. I've only played a little so far, but I already suspect you're right about the effect of this change. Gonna throw the "it's experimental" that I've been hearing so much at ya, just to be a d***. :D

SAVE YOUR NAILS! FOR THE LOVE OF ALL THAT'S DECENT DON'T SCRAP THEM LIKE WE ALWAYS HAVE! YOU NEED THEM TO MAKE A FORGE NOW!

 
I agree, I prefer the level gates in b221 as well. If b231 had it where each stat was 1 skill point, but no longer gated then i'd have liked it, but the current system is just aweful especally for SP.
Yeah, and it would have made more sense to make higher level perks cost more if they wanted to push specialization instead of atributes which are more generalized anyway. Especially as the lvl 5 perks are mostly pretty powerful, attribs are flat gain per point.

SAVE YOUR NAILS! FOR THE LOVE OF ALL THAT'S DECENT DON'T SCRAP THEM LIKE WE ALWAYS HAVE! YOU NEED THEM TO MAKE A FORGE NOW!
QFE

 
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