First, to start off and put a positive spin on the thread, I just want to extend appreciation for the latest patch and the work that no doubt went into it. In particular I appreciate the new vehicles, some aspects of the perk system, addition of quests and new POI's.
I feel like a lot of my comments have some merit and have fallen under the radar posting in other peoples' threads, so I decided to make my own thread. This will also give me the chance to bring up some other random comments I've been thinking of. To keep this as constructive as possible I'll try to be objective as much as I can here.
1. Gun parts: Would like to see these return, but in a different fashion than A16. Keep gun drops as they are, but let us dissemble them and this would be a way like before, to get higher quality guns quicker. If people dislike this mini-game, they can just opt out of it and just find or craft better ones like we already are in A17.
2. Nailgun: Is it just me or does it seem a lot slower now. Upgrading blocks is really tedious now. I don't see a huge advantage of nailgun over claw hammer anymore. Can we bring back the uber fast upgrading that nailgun used to have?
3. Rocket launcher: way too weak. Also, explosive perks seem broken and don't work for me. Does not cripple like it says it should. Increase damage dramatically and if necessary, reduce ammo frequency to compensate.
4. Any chance of a "Build in a line" or "Build in an area" for blocks? It's quite tedious currently to lay down a large foundation for a structure if you want to build fairly big or even just moderate sized.
5. Magazines: honestly mostly useless. To be quite frank I have used like maybe one my entire time in A17 so far. Because skillpoints are at a premium, maybe we can just have the magazine permanently increase a stat? If that seems overpowered, I have no objections to make them a little bit of a rare drop then.
6. PERKS. This is a point of contention as we all know, but I'm going to try to broach this difficult subject with a SOLUTION rather than just complain. I think some skills make more sense to use A16's system, and others to use 17. Let me try to explain.
- SPECIALIZED skills should probably use A17's system. Examples: Ability to craft certain things like forge, chemistry station, workbench, vehicles. I think this way because most of us realized crafting 1000 stone axes to bring crafting skill up was ridiculous and tedious. Headshot damage would be specialized also.
Basically, it's my opinion that any skill that would not otherwise level up to max through a reasonable gameplay through INCIDENTAL means, should be using A17's system. By incidental, I mean through normal gameplay without focusing on grinding a specific skill / going out of your way to do so (Ie, crafting 1000 stone axes).
- GENERALIZED skills should probably use A16's system. Examples could include things like Athletics. This is a prime example of an INCIDENTAL skill because you're always running, jumping, no need to grind it. Another example is Melee damage or Ranged weapon damage. Use your weapon or gun more - more levels. I do not feel like ARMOR damage reduction should be generalized like it was before, so A17's system feels better for that. I say that because you should not be TRYING to get hit to bring you damage tolerance higher. Thus, A17 for that. Sneaking skill could probably be turned into an incidental skill as well.
7. RWG. It's broken currently. From what I read, dev's are currently working it, so I'm not gonna put too much emphasis on this part.
8. Level gating - we need to get rid of it. It serves no purpose IMO. It also eliminates the desire for players to "specialize", which is a fun part of teaming up with other players. No point to specialize if you gotta wait for level X to get something anyway even with the skill points for it.
9. I think Mining (block damage) and melee (entity damage) leveling should be separate probably. And both should probably be generalized (see #6) because you're gonna be meleeing or mining a lot - making it an incidental level up.
Acknowledgments:
From the threads I have read here so far, #1 and #5/6 is already a common theme. And I believe, a dev already admitted that #5 is currently being addressed and has been acknowledged. #8 seems to be well known also and probably being looked into as well. Same with #7.
I feel like a lot of my comments have some merit and have fallen under the radar posting in other peoples' threads, so I decided to make my own thread. This will also give me the chance to bring up some other random comments I've been thinking of. To keep this as constructive as possible I'll try to be objective as much as I can here.
1. Gun parts: Would like to see these return, but in a different fashion than A16. Keep gun drops as they are, but let us dissemble them and this would be a way like before, to get higher quality guns quicker. If people dislike this mini-game, they can just opt out of it and just find or craft better ones like we already are in A17.
2. Nailgun: Is it just me or does it seem a lot slower now. Upgrading blocks is really tedious now. I don't see a huge advantage of nailgun over claw hammer anymore. Can we bring back the uber fast upgrading that nailgun used to have?
3. Rocket launcher: way too weak. Also, explosive perks seem broken and don't work for me. Does not cripple like it says it should. Increase damage dramatically and if necessary, reduce ammo frequency to compensate.
4. Any chance of a "Build in a line" or "Build in an area" for blocks? It's quite tedious currently to lay down a large foundation for a structure if you want to build fairly big or even just moderate sized.
5. Magazines: honestly mostly useless. To be quite frank I have used like maybe one my entire time in A17 so far. Because skillpoints are at a premium, maybe we can just have the magazine permanently increase a stat? If that seems overpowered, I have no objections to make them a little bit of a rare drop then.
6. PERKS. This is a point of contention as we all know, but I'm going to try to broach this difficult subject with a SOLUTION rather than just complain. I think some skills make more sense to use A16's system, and others to use 17. Let me try to explain.
- SPECIALIZED skills should probably use A17's system. Examples: Ability to craft certain things like forge, chemistry station, workbench, vehicles. I think this way because most of us realized crafting 1000 stone axes to bring crafting skill up was ridiculous and tedious. Headshot damage would be specialized also.
Basically, it's my opinion that any skill that would not otherwise level up to max through a reasonable gameplay through INCIDENTAL means, should be using A17's system. By incidental, I mean through normal gameplay without focusing on grinding a specific skill / going out of your way to do so (Ie, crafting 1000 stone axes).
- GENERALIZED skills should probably use A16's system. Examples could include things like Athletics. This is a prime example of an INCIDENTAL skill because you're always running, jumping, no need to grind it. Another example is Melee damage or Ranged weapon damage. Use your weapon or gun more - more levels. I do not feel like ARMOR damage reduction should be generalized like it was before, so A17's system feels better for that. I say that because you should not be TRYING to get hit to bring you damage tolerance higher. Thus, A17 for that. Sneaking skill could probably be turned into an incidental skill as well.
7. RWG. It's broken currently. From what I read, dev's are currently working it, so I'm not gonna put too much emphasis on this part.
8. Level gating - we need to get rid of it. It serves no purpose IMO. It also eliminates the desire for players to "specialize", which is a fun part of teaming up with other players. No point to specialize if you gotta wait for level X to get something anyway even with the skill points for it.
9. I think Mining (block damage) and melee (entity damage) leveling should be separate probably. And both should probably be generalized (see #6) because you're gonna be meleeing or mining a lot - making it an incidental level up.
Acknowledgments:
From the threads I have read here so far, #1 and #5/6 is already a common theme. And I believe, a dev already admitted that #5 is currently being addressed and has been acknowledged. #8 seems to be well known also and probably being looked into as well. Same with #7.
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