PC My Review of the Perks

Except the total resource of one block is not constant, because of the last hit bug. And it comes into play 3 times if you are mining boulders.

I suppose in the long-term the optimum is to put all 5 points into Miner69er and use the other "tools" I listed that affect block damage to fine-tune from there (i.e adjusting the mod count and your use of heavy swing until you maximise the resources per block (by minimising the loss)).

 
MM just passing by and taking some notes is great, just like i said the perk system is great but how about the connections between the different perks? , what i clearly remember the living of the land perk seems useless if you dont get the chef perk to cook stuff with, also you cant craft chem/ cement without a workbench so if you got to be crafting always you must get all 3 different perks , hammer &forge , advanced engineering and the chem perk .you need to take notes about that.

 
Players who specialize in light armor can craft high quality light armor. There wouldn't be a dedicated crafter, just people who are good at various things they perked into. If you perk into bows, you can make great bows. You'd simply have to organize together who's good at what, like have one person good making light armor, one good at heavy armor, one good at making a few weapons etc.
Its just an idea. Nothing concrete yet. So if your a jack of all trades perk guy you will be jack of all trades crafter. If you specialize you'll be amazing at a few things, and craft amazing at the things that govern those items.

I'm a BEAST at wearing T-shirts, but I don't have a loom.

I can't say that this gets a lot of traction from me. I mean, just because I'm good at using a weapon doesn't mean that I'm good at manufacturing it. It just seems too big of a stretch. For example, I'm a RL gun enthusiast but I'm not manufacturing AR-15s nor are most enthusiasts. I am all about the mods though. Now if you did something, say, like require points spent in shotguns to allow how many mods you could attach...that might be interesting. And every shotgun you use scales to your level (which actually could eliminate the whole 1-6 system)...I'm going too deep now, but anyway.

And here's an example of playstyle, not everyone's, just mine:

I play with my wife and we duo everything. The perk system actually works well for us as is. She likes to farm, cook, mine, make meds...I like to build, craft everything else, barter. We both like to quest, loot, explore, and clear zeds. The only major crossover is that we both need too many INT points at the outset to get things going compared to the other stats. If Physician and Master Chef were moved to a different stat then she could save those points for example and go more heavily into some combat or mining skills. But that's minor and doesn't warrant a change necessarily.

BOTTOM LINE:

You should have to make tough choices and I think this system does that. What would be the point of having everything streamlined so you just follow a predetermined path that doesn't really make a difference other than making purchasing perks a formality? But yeah, the Miner 69er/Mother Lode issue needs a look. How about making it so construction block damage is separate from resource block damage? Or otherwise make it so you can "shut off" resource block damage somehow or make a mod for it?

 
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Except the total resource of one block is not constant, because of the last hit bug
Yes you are right, I tested at str 5, Miner69 lvl 1 vs 3, on 900 hp trees

- stone axe: 55 to 120 wood

- iron axe: 110 to 115 wood

In my previous tests, I focused on the stone axe and always noticed a large improvement.

If your explanation is right (last hit), it means we could get more from tree by punching it a few times so that the last axe hit is almost full ?

 
There is one additional thing you have to take into account and that is time.

If you're talking about finite resources or those that you have to find like Iron/Coal/Nitrate/Shale nodes then surely you have to calculate what's the best yield from these, as to get more you'll need to find another node. BUT! If we're talking about boulders and trees, they are pretty abundant and the only important measure you need is time spent on chopping them.

Firstly, boulders and trees have the last hit bonus (boulders triple that), which means it's more rewarding to finish off the object, than to hit it longterm. Ofcourse, lower grade trees give smaller bonuses, but that's beside the point.

Secondly, if you are able to cut down 15 trees instead of 13 in the same amount of time, it means that the small amounts of resources are meaningless, because the overall result per time is better. Similarly with boulders.

Even talking about nodes, sometimes you exactly know that for example there is a lot of Iron (digging under the gravel patches duh) so you'll encounter more if you dig around. As much as you don't know where exactly they are, having a fast enough tool to clear the way towards them, dig up the node and move to finding another saves you time.

So i guess, it depends on the situation what you really need.

 
I disagree with several of your points, but we play different styles. In particular, I play dead is dead, whereas you seem to enjoy missions (and my guess is you die more than once per map).

Forge, Grease Monkey, Engineering? - worthless skills, don't get them, don't need them

Slow Metabolism, Sneak, Miner 69er - absolutely great skills, A+

 
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No forge?

Not a chance. I have to have a minimum of 4 running constantly and at least 2 more for lead/brass/class.

 
I disagree with several of your points, but we play different styles. In particular, I play dead is dead, whereas you seem to enjoy missions (and my guess is you die more than once per map).
Well yeah but not much. 4 deaths on current play-through (I'm level 210). NEVER from zombies though. If I die it's almost always on my own spikes, falling from heights or land mines. ;P

 
Well yeah but not much. 4 deaths on current play-through (I'm level 210). NEVER from zombies though. If I die it's almost always on my own spikes, falling from heights or land mines. ;P
The only way I die anymore are clipping hordes. Just had a BM horde 'fall' right through my vault door. Very sad :upset:

 
The only way I die anymore are clipping hordes. Just had a BM horde 'fall' right through my vault door. Very sad :upset:
My last death was forgetting I was on a MP server and hitting ESC to pause the game while I AFK'd. Came back to a surprise.

 
My last death was forgetting I was on a MP server and hitting ESC to pause the game while I AFK'd. Came back to a surprise.
LOL. I have done that once - thought I paused and did not. Since I play DID, that went over poorly.

 
Does the Deep Cuts perk have a visual effect or something to indicate, that the zombie is debuffed by bleeding? That's the one thing that makes reconsider perking into it. Unlike, the perks that that affect the sledgehammer where you can tell that you've knocked them down.

 
We're looking at redistributing weapons to various attributes so players no longer HAVE to have INT or STR. By specializing in axes, you'll be able to craft nice axes, little to no INT required. This way players can specialize on 1-2 attributes and feel pretty powerful instead of forced into jack of all trade perk selections. NEED str, NEED int, NEED this, NEED that. We're still talking about how to distribute crafting skill so non INT players are viable, yet people who want to be a specialized crafter also can be the INT guy.
Logically it made sense that INT controlled crafting quality, Perception controlled all firearm skills, STR controlled melee/mining but at the end of the day it doesn't make for player choice. So now agility will govern knives/bows/pistols because those are the goto stealth weapons and agility is the stealth skill. Every attribute will have a ranged and melee weapon perk it governs. Everything is moved around a bit, but with player archetypes in mind.

I'm still working on this design and need to sell it to the team but its looking getting some traction. Just need to finalize how to split up crafting perks.
I would still strongly prefer to find recipes instead of the current perk format for learning how to craft items.

You are forced to go explore to find things that way.

With perks all you have to do is fire up the forges and kill heat hordes til you are level 120.

 
I would still strongly prefer to find recipes instead of the current perk format for learning how to craft items.You are forced to go explore to find things that way.

With perks all you have to do is fire up the forges and kill heat hordes til you are level 120.
Max level gear must be found now - that will have the same effect that skill books had before without starving the player of a particular weapon/tool if you get unlucky.

 
Wow, you must be, like, really smart. =P
BTW, how did you make the santa hat? =P
With the currently broken perk system, you barely have to leave the house.

Just kill zombies until you magically know to craft everything.

No challenge or need to explore whatsoever.

The Santa hat was a lucky looter find from a laundry POI, but they can be found in various dressers and such that would normally have clothing. It is literally the only piece of equipment I did not craft myself.

 
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With the currently broken perk system, you barely have to leave the house. Just kill zombies until you magically know to craft everything.

No challenge or need to explore whatsoever.

The Santa hat was a lucky looter find from a laundry POI, but they can be found in various dressers and such that would normally have clothing. It is literally the only piece of equipment I did not craft myself.
Either we have choices in play styles or we don't (there are advantages and drawbacks either way). I prefer to have choices.

Did you read about the features coming in A18? . What you are experiencing is the result of an incomplete game and A18 will provide a lot of incentives to go out and explore. Since I'm primarily a scavenger type player A18 seems to be the alpha I've been waiting for for a long time.

 
Either we have choices in play styles or we don't (there are advantages and drawbacks either way). I prefer to have choices.
Did you read about the features coming in A18? . What you are experiencing is the result of an incomplete game and A18 will provide a lot of incentives to go out and explore. Since I'm primarily a scavenger type player A18 seems to be the alpha I've been waiting for for a long time.
I wish I felt the same. I'll always have love for the game, the spark is gone for me and my group though. 6 days left and my $50/m server that's been sitting empty for the last month will be done. Most everyone I played with has uninstalled. I haven't loaded in in almost a month. I'll check for other updates, but I think it's time for an extended break. May skip A18 all together and check back in a couple updates.

 
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