Kubikus
New member
*rollseyes*Good. I'm not trying to convince you to try it. No worries. And I'll address this next part just to the general readership so you won't get the wrong idea that I'm trying to sell you on my mod.
But I would only feel such a compulsion to do quests all day because you offer no other way to work on progression. I am merely, since you brought it to my attention, pointing out how your trader traning component completely nullifies your premise that "There are no xp incentives to tempt you to do one thing or another for the purpose of farming points to level up".I believe Kubikus' replies to me perfectly illustrate why LBD is wrong for this game as a vanilla default offering. His response to my mod was that I invalidated my claim that there is no incentive to do specific activities in order to gain xp because I offered skillpoint rewards or doing quests and if he were to play my version of the game he would definitely farm those quests in order to move along the progression as quickly as possible.
Now, if Kubikus would feel such a compulsion to do quests all day long as a way to hyperspeed up the progression ladder it seems clear that the granularity of LBD would compound that problem by a thousandfold.
See. That's all.In other words, Kubikus is saying that I'm falsely advertising a pure progression based on time because the trader training component overwhelms and dominates my version of the game for anyone who is susceptible to that sort of play. I agree with that which is why I have always stated that my mod is best as a mod and not as the default version of the game.
I basically agree, but it's not the lbd-component that immediately overwhelmed and dominated the game, it is the progression component, of which the lbd is a sub-clause. Now, lbd - and some other systems, like books and the wellness mechanic - have been replaced by the perks, and the progression system still dominates.By the same token, it has been clear to me since the earliest alphas when the LBD component was introduced that it immediately overwhelmed and dominated the game.
And I already explained a major reason why that is so: Progression is fun, and achieving goals you worked for even more so. Another reason is that there are not many other components in this game, for example a story line or meaningful quests. Therefor, character progression is an important driving force of the game.
What is your theory? Why does progression dominate the game? Why are people so obsessed by levels? And when ppl love levels so much, and love working for them even more, why would it be the greatest of ideas to remove these mechanics from the game? Should, in that case, the game not be designed so that acquiring levels is a lot of fun?
Again I agree, but why do you make a difference between lbd and vanilla's current perk system? It's the same xp farming principle, just differently executed.Farming xp became the point of the game in the minds of many-- and there is nothing wrong with that for those who enjoy it. But that is exactly why LBD is much better as mod and should never be re-introduced as the default vanilla version of the game.
Actually, it's even more now, because all recipes that used to be books, are now perks, and the wellness system, that used to be food based, is now perks. So it got worse. I mean, sure, some particularly bad aspects of vanilla's pre A17 lbd are gone, but... As it had been pointed out multiple times on the forums, these aspects, like the cacti-nonsense, could've just been fixed. Those flaws don't mean that a perk system with a general xp currency is better than an lbd system. Because now, more than ever, you have the incentive to do things that have nothing to do with the goal that you currently want to achieve. Because xp is a currency, and not tied to the activity and it's corresponding skill.I feel that even the current version still puts too much of focus on xp incentives
Yeah but roleplay aside, you actually got better at cooking because you killed a bunch of zombies and used the rewarded skillpoint on a cooking perk, while you could as well have unlocked a motorcycle recipe, increased your stamina or learned to jump 1 meter higher. There is no meaningful connection between the activity and the result.which is why I came up with my mod. I put the trader rewards in simply because with the removal of xp they seemed quite lackluster and (as I already mentioned) I felt that thematically it was like being trained by the trader so it gave the skillpoints some meaning beyond "kill some zombies get better at cooking". You would still kill some zombies or find a parcel but the reason you got better at cooking was not because of those actions-- it was because that was what you asked the trader to give some instruction in.
In an lbd system you would get better at cooking by actually cooking or doing cooking related things.
What reason, Roland, these absurd exaggerations you're always using to portray ppl you disagree with as idiots? I mean read this stuff:BUT....it is now clear to me that there is that subset of player that will farm anything simply to get to the top of the ladder at the fastest speed possible and they might feel irresistibly compelled to do multiple quests every day to the exclusion of all else which is why....its a mod.
And LBD should only be a mod for the same reason.
"he would definitely farm those quests in order to move along the progression as quickly as possible"
"Kubikus would feel such a compulsion to do quests all day long as a way to hyperspeed up the progression ladder it seems clear that the granularity of LBD would compound that problem by a thousandfold"
"when the LBD component was introduced that it immediately overwhelmed and dominated the game"
"irresistibly compelled to do multiple quests every day to the exclusion of all else"
Calm down.