GlyphGryph
New member
In a game with a world that's been steadily improving, and lot of fun things to do, the skill system is beginning to stick out as being... well, not up to the quality standards I see represented in the rest of the game. I know it's already been overhauled to get where are, and hopefully that was a change for the better, but it still seems to have some serious issues.
Some of the skills are useless, or nearly so (looking at you, Infiltrator). Some of them are incredibly good, to the point where it's hard to justify spending points in the "okay" skills (see Better Barter, Daring Adventurer). Some of them teach you recipes, allowing you to jump ahead in the game at the cost of skill points, which feels good (Engineering, Grease Monkey) - others are pretty much worthless until you find the right skill books or items, practically locking them off from using them until you get lucky, making your investment in them feel like a complete waste (for example, Penetrator). A third group is good until you get certain items, after which it becomes a waste of points (Pack Mule being the most obvious)
Overall, it feels like it really needs some substantial changes to "feel" good, some of them tied to changes in other systems (clubs with no skill seem to outperform a machete with maxxed out knife skill, which makes it hard to justify spending points on knives, for example)
Some of the skills are useless, or nearly so (looking at you, Infiltrator). Some of them are incredibly good, to the point where it's hard to justify spending points in the "okay" skills (see Better Barter, Daring Adventurer). Some of them teach you recipes, allowing you to jump ahead in the game at the cost of skill points, which feels good (Engineering, Grease Monkey) - others are pretty much worthless until you find the right skill books or items, practically locking them off from using them until you get lucky, making your investment in them feel like a complete waste (for example, Penetrator). A third group is good until you get certain items, after which it becomes a waste of points (Pack Mule being the most obvious)
Overall, it feels like it really needs some substantial changes to "feel" good, some of them tied to changes in other systems (clubs with no skill seem to outperform a machete with maxxed out knife skill, which makes it hard to justify spending points on knives, for example)