So true I only have lil brain zeds ate most of it...and it doesn't help that the system is so convoluted you just don't know what you need for the next level...
Really? I thought it was more intuitive and simple than A16....and it doesn't help that the system is so convoluted you just don't know what you need for the next level...
I was referring to modding the thresholds of the current system and not reverting it to the old way. (I.e. tweak lvl gate threshold, add/remove/change perks to make the early game more enjoyable/rewarding)Unfortunately it's a pain in the ass to mod the skills back in which you gain from doing things as its currently not available for any of the skills. I'm honestly not even sure if it's possible at all.
Preach on. When doing my mod the first thing we worried about was info. No one wants to be confused. Save the cutesy localization for when you have space. Info should always be thorough.Having a recipe, and all the ingredients to the recipe, being AT the right bench, and still wondering why it says I don't have the recipe is no way to go through life. =)
Now I know of course, but only via literal accident. I was cursing the issue and someone on voice discord chimed in.
(Thanks doom).
You can be 100% correct but there will still be people who disagree with how they segment the game into those stages.Here is the issue in a nutshell
For years we have been playing an unfinished game. What we had BEFORE 17 was basically end game from day one. We were strong and fast. The Pimps had not yet hooked up everything that LEADS to that end game. What 17 did was add the beginning portion of the game we have played for years.
Some people can't accept that. They want end game on Day 5 like we had. What we have now is 20 times better. You WILL get to where you were in A16. Its just that now you have to WORK to get there.
This is why they say EA is not for everyone. Things change sometimes a LOT. Previously we enjoyed a game that was actually MISSING its start and mid game. Now we have a game that will last MUCH longer before the boredom sets in.
Indeed. The game allowed people to skip a lot of its content.Previously we enjoyed a game that was actually MISSING its start and mid game.
It most certainly did and not only level, but skill gating as well, you couldn't learn perk you wanted, unless you had required skill level as well, quality Joe being dictionary example of that.A16 had level gating. Didn’t it? Hard to remember....
The boredom set in after about an hour.Here is the issue in a nutshell
For years we have been playing an unfinished game. What we had BEFORE 17 was basically end game from day one. We were strong and fast. The Pimps had not yet hooked up everything that LEADS to that end game. What 17 did was add the beginning portion of the game we have played for years.
Some people can't accept that. They want end game on Day 5 like we had. What we have now is 20 times better. You WILL get to where you were in A16. Its just that now you have to WORK to get there.
This is why they say EA is not for everyone. Things change sometimes a LOT. Previously we enjoyed a game that was actually MISSING its start and mid game. Now we have a game that will last MUCH longer before the boredom sets in.
Aye, we'll get there, but no further.You WILL get to where you were in A16. Its just that now you have to WORK to get there.
For me, it's not THAT we are slower to progress, its HOW they went on achieving it.Here is the issue in a nutshell
For years we have been playing an unfinished game. What we had BEFORE 17 was basically end game from day one. We were strong and fast. The Pimps had not yet hooked up everything that LEADS to that end game. What 17 did was add the beginning portion of the game we have played for years.
Some people can't accept that. They want end game on Day 5 like we had. What we have now is 20 times better. You WILL get to where you were in A16. Its just that now you have to WORK to get there.
This is why they say EA is not for everyone. Things change sometimes a LOT. Previously we enjoyed a game that was actually MISSING its start and mid game. Now we have a game that will last MUCH longer before the boredom sets in.
Agree on this. There can be more "discreet" ways to gate the player while keeping the same slow pace. A good example is F3/FNV. Perks there are not that pivotal as in 7DTD ofc, but they have both level requirements and attribute requirements. The system is such though, that you will almost never notice the level requirements - they are mostly seamless.For me, it's not THAT we are slower to progress, its HOW they went on achieving it.
Level-gates are bad. No discussion. There are 100 different ways to reach the desired end result, WITHOUT handcuffing the player by saying "not yet".
Skyrim doesn't have level-gates. Yet you aren't (without exploits) powerful from day 1.
But if you want, you could specialize in onehanded an be lvl 15 with 100 in 1h.
There is no other good game I know of that level-gates you. Because most devs know better.
If it's the same level of gating to the "end game" (personally wouldn't have it any other way, I enjoy the slow pacing), I believe that fragmenting the perks would work towards alleviating things a little compared to now.Would it perhaps be a compromise to "smooth" the gates. Now the jumps are so big and noticeable. You play for a long time to get a bunch of things unlocked all at once. What if instead the following happened:
Lvl 5: you can buy perk that along with other things allows you to build a forge.
Lvl 10: You can buy a perk that along with other things allows you to forge an anvil.
Lvl 15: You can buy a perk that along with other things allows you to forge iron.
Lvl 20: You can buy a perk that along with other things allows you to make iron tools.
In this example you still end up with the same "end gate" but you have the feeling of success along the way. I could be burning items into my forges at level 7. I could make iron bars to repair that axe I found at level 17. The gates would be more gradual and the game might feel more fluid. Thoughts?
Bringing up fragmenting reminds me of the fun I had with Path of Exile's skill tree. Doesn't have to be that complicated and it was a grind but at least my character was continuously progressing in my chosen build, along with a whole other ton of skills and buffs.If it's the same level of gating to the "end game" (personally wouldn't have it any other way, I enjoy the slow pacing), I believe that fragmenting the perks would work towards alleviating things a little compared to now.