PC Is the skill system due for an overhaul? A discussion on its strengths, weaknesses, how it can be improved (and whether the devs are planning to do it

I have to agree with this, you never find AP/HP ammo atm and I assume it is because the A20 loot system needs more polish/tweaking. We just need to give them time and constructive feedback and they will get it to a better state.


Probably because the advanced ammo is only really found in buried loot treasure, which ironically enough, doesn't look like it is tied to any loot container in the game (unless I missed it somewhere).

 
Probably because the advanced ammo is only really found in buried loot treasure, which ironically enough, doesn't look like it is tied to any loot container in the game (unless I missed it somewhere).


HP/AP is also in quest loot, but you're right about the buried treasure. Not used in any containers. I think in these root-level ammo groups they just need to add HP and AP ammo with a proper lootstage-scaled probability curve. Same for 7.62 and the other ammo types.

<lootgroup name="group9mmSmall">
<lootgroup name="group9mmMedium">
<lootgroup name="group9mmLarge">

Unless of course they intend for HP/AP ammo to only be available through quests and crafting. Incentive to do both.

 
The system is fine but it does need some rebalancing.

I think treasure hunter and the lockpicking perk could easily be merged as they are both far too niche to really be playstyles. I think forge and workbench need to be basic recipes that are always known, the limiter should be resources not luck or just picking int. I think salvaging and grease monkey should be merged and put in the int tree, as crafting skills feel bad if that's all they offer and cost reduction for something that you will likely only ever craft once feels bad.

I think every branch needs one harvesting skill, int can have salvaging, strength mining, agi should have pelting, endurance has LotL and perception I guess has lucky looter. Less lucrative harvesting skills should get some other bonuses too like randomly harvesting a valuable item that you can sell at a trader (thinking of pelting specifically, you could harvest trophy heads that sell for good coin at the traders since bones and leather have a limited amount of uses)

 
HP/AP is also in quest loot, but you're right about the buried treasure.


And if I am reading it right, only awarded for Tier 3 and Tier 4 quests.  Ammo as a quest reward is weird:

  • Normal (ball) ammo is T1Prob which means offered on Quest loot levels 0 - 3 and no probability (prob = 0) at 4 or higher
  • HP and AP ammo is T2Prob which means offered on Quest loot levels 3 - 4 and not before and not after
  • T3 prob is offered quest loot level 5 and higher only, and this includes ammo like exploding arrows/bolts and rocket frags
So if you are hoping to obtain AP/HP ammo without having to craft it, you either have to run T3/T4 quests to see if you get it as a reward or buy it from the traders - AP only as they don't stock HP ammo.

We know that they are overhauling the loot system / traders and I bet a lot of this is because of changes made throughout the development stages so things were put in and taken out - over time it gets confusing which is why they are going through it now closer to launch.

 
 Have to agree. There are some perks that I feel should possibly, be merged? Such as the Lock Picking perk into Treasure Hunter perk. As for "learn by doing", devs should take a look at how Undead Legacy does it, with its action skills.

 
The system is fine but it does need some rebalancing.

I think treasure hunter and the lockpicking perk could easily be merged as they are both far too niche to really be playstyles. I think forge and workbench need to be basic recipes that are always known, the limiter should be resources not luck or just picking int. I think salvaging and grease monkey should be merged and put in the int tree, as crafting skills feel bad if that's all they offer and cost reduction for something that you will likely only ever craft once feels bad.

I think every branch needs one harvesting skill, int can have salvaging, strength mining, agi should have pelting, endurance has LotL and perception I guess has lucky looter. Less lucrative harvesting skills should get some other bonuses too like randomly harvesting a valuable item that you can sell at a trader (thinking of pelting specifically, you could harvest trophy heads that sell for good coin at the traders since bones and leather have a limited amount of uses)


Good call. Every branch needs a defense and harvesting skill. We have ranged and melee covered, but not the other stuff.  Over time i have grown from missing the old system to enjoying it's absence. one advantage is that it is easier to add new skill trees via mods. Muzen made a fist of the north star mod that causes zombie heads to explode from being punched. Works great in most overhauls, as long as they do not mess with the skill system. 

The main issue is progression. Do you feel like you are making meaningful progression? I think so far it does a good job with that. Osirus new dawn ruined their system by getting rid of stat points, and now that game is completely unplayable. 

On the flip side, maybe we should not completely spec into one particular branch but should mix things up? Maybe if you put too many points into on skill tree the price should go up a few levels, and the price for other trees should go down, maybe even have a 2 for 1 deal if you meet certain criteria? 

So far with recent alpha's the balance is good. Sure i don't farm as much as i used to, but if find myself attacking bears out of hunger desperation, and i find using guns i am not perked in still viable. The only mods i add for skills are meme tier where it adds crazy anime stuff because it's fun. The new building system and shapes make horde base construction easier and more creative. pillbox bunkers, which are my favorite, can  be built in 4 in game hours and last a horde night. Useful if you play like i do wihtout horde night warnings and with shifting horde nights. 

 
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