Good day! I wish to share my view on the changes of A18 regarding the skill system and technological progression of the player troughout the game. Also i wish to advise alternatives that are probably better, at least to my knowledge.
- ABOUT SKILL SYSTEMS:
I advise to either use a CLASS system, or an ATTRIBUTE system. But not this half-assed mutant that posesses booth sides' negative aspects but fail to capitalize on their positives.
A CLASS SYSTEM is about picking one class, and with it, choosing a set of playstyle. They are usually made so, that they are worth to specialize and focus into solely one of them, becouse each of them exclusively unlocks their own aspects. (For example a berserker class unlocks high level axes performing good on their level. But divideing your points between a berserk and -lets say- a ranger tree means you will unlock booth mediocre axes and mediocre bows. So booth will underperform, but for the advantage of versatility. But they additively grant bonuses, not in a synergizeing form)
So class systems are designed so they are all balanced compared to eachother and they all can stand on their own.
Class systems has advantages like simplicity, straightforwardness, enhanced roleplay value but only on set roles(its easy to play as a berserker even if the player lacks fantasy, you just have to dump points into it). Usually coupled with fast gameplay, or other primary factors, next to an only secondary, complimentary skill system.
Class systems(or cast systems if restricted to one) are used by games that are usually focusing on how each different player in different classes work together as a group, instead of how different attributes within ONE player works out as an individual character. So mostly strict, medium sized COOP or Team pvp games with fast action(DeepRockGalactic, Killing floor, dead island, vermintide) are using clean class systems.
In Class systems its harder to handle utility, non-combat aspects of the game, except if the class is already a distinctively support type. (Thats why are you struggle at placing various resource gathering and technology perks between the "classes". For example, Mining is kinda required, if you place it at Str, str will be required. Its really hard to balance and work with. Also it usually heads into problems, like why would agility has anything to do with skinning animals. Well, Becouse agility would be weak without it. But this still doesent make it sensible. I will talk about Int and technology later)
AN ATTRIBUTE SYSTEM on the other hand, is about representing different character properties(either 1/1 or grouped into the attributes) and they all together can describe a character completely. They are usually designed in mind, so each attribute are easy to invest into at a basic level, but costly to specialize into. They are ususally mix and match together really well, synergizeing multiplicatively even on the same aspects. (Like str gives melee dmg, agi gives attspeed so they multiplicatively synergyze on the same aspect of melee dps. requiring booth for maximized performance. (Class systems are usually additive, giving only versatility))
Gaining a basic level on multiple attributes represents "learning the basics" to survive in the game world. Every character has some of each attributes as a must have(you can play niche characters like a dumb but strong fella, but solely for fun and enchanced roleplaying values, since obviously your dumbness will come out as a negative, that you have to overcome. Its not necessarily bad, usually these characters are the most fun), but not necessarily all of them required. Usually if a game works with a low amount of attributes(like 3, as agi/str/int f.e.), than each character possesses some of each attributes probably(like in warcraft f.e.). But in more advanced RPGs with 5 or 6 attributes(7days A17, fallout) its usually only necessary to have 2 or 3 of the attributes on some level for a healthy character versatility.
Later, after haveing this "healthy versatility" to begin with, and gathering the necessities to survive, the progression is about specializing into the more destinctive features as your choosen high level approach to thrive in the game(or in real life).
So again, easy to invest a bit, but costly to master it. The characters will start to distinctively differ from midgame, where they can accurately pick their approach. (But in 7days with 6 different attributes, even the early game have multiple options for the same aspect, its not a limiting factor, dont worry)
Attribute systems have the advantages of total and absolute freedom, the required complexity to be invested into it as a player, and the absolute preciseness of roleplaying while having an almost endless combination of traits. You can draw and create any character with pinpoint accuracy in a well made attribute framework.
Attribute systems handle support and utility aspects really well, has a higher potential roleplaying factor but struggle in fast-paced, action packed environments where there is no time to draw and paint your character carefully.
Games like fallout or kenshi use clean attribute systems, booth have a slower paced overall experience, with lots of non-combat oriented elements.
MIXING is usually a good idea, where the enviroment(the game) can purposefully use the advantages of booth approaches. Usually in larger scale, combat oriented games that require a high number of character variations(more than a class system could provide), but dont want to dive deep into a clear attribute system becouse the game isnt complex enough on this matter to justify it.
Like Proper MMO RPGS (here character variety is needed but its too combat and item oriented for a deeper role-playing experience). In these games you pick a Cast(its a restrictive class system, you technicaly pick one class at character creation, and you are restricted to it) but later you can fine tune it with attributes within the cast's boundaries. I dont think thats the case with 7days, so i advise against any kind of mixed system.
CURRENTLY 7dtd has a weird mixed system.
- Mutually exclusive skills restricted into a narrow category for each weapon type,
- "Classes" that you want to overally balance compared to eachother, and make them able to stand on their own.
- Simplistic approaches on combat perks. "Just pick one and go"
- struggled utility perks.
These are the traits of a class system.
- the main trees are actually attributes.
- the attributes are cheap to start but costly to max out.
- there are some general perks that gives bonuses for a wide range of items(Furry of blows, Run n Gun, etc) fit for an attribute tree, next to the category restricted perks(like skill).
- many important utility perks.
These are the properties of an attribute system.
Pls, pick one and stick to it.
MY SUGGESTIONS:
I advise to either go with a Class system:
- rename your attributes into classes, something like WARRIOR/BRAWLER/SHARPSHOOTER/RANGER/TINKERER
- start to properly balance them out, while lower the potenty of the utility aspects(so classes without a mining bonus still can properly mine, but be a bit less effective at it) So cheap, 3 level perks with mediocre bonuses(30%) at max lvl.
- make the game a lot more interesting so players wont notice how shallow the perk progression is(without even the slightest of irony). Just need more action.
- Be sure to make all of them equally powerful(balanced coop pve/pvp) and each equally optimal for a playtrough(solo/coop).
- while each class has to be equally strong overall, not each perk necessarily has to be equally strong. (Since you are already deep into one class, you have to live with whatever perks you find there, the only important thing is, so the class overall is have to be equally useful compared to others, so your decision is justified.)
- OR, probably the better approach, to create a proper
- ATTRIBUTE SYSTEM, by :
- making sure each attribute is NOT enough versatile so they are optimal on their own, OR all of them are equally optimal.
- making sure its easy to grab the basic perks, required for general survival, giving a good sense of progression on the begining.
- making sure each and every perk worth its cost. No matter what attribute its from, all point spent should manifest into equal importance across the board.(like right now)
- make sure its costly to take high-tier perks, so booth jack of all trades and specialized characters are balanced. (Versatiles can pick a higher number of low lvl perks, specialized ones can pick fewer but stronger perks for the same amount of investment, making booth viable) (as it is right now)
Since 7days to Die is a survival game with (action driven but..)slower paced sandbox RPG with a "null" start(no starting set, your character progresses from blank, making space for a precise character building), with TONS of utility (like building, mining, crafting, support, heal) and oriented at booth coop and solo survival(either group/solo pvp or group/solo pve) with a non-competitive, free-to-die(not about scoreboards or K/D ratios) setting, im STRONGLY SUGGESTING AN ATTRIBUTE SYSTEM.
(7dtd, Its quite a personal experience, most enjoyable as a solo or medium group PVE game, the enviroment is dangerous enough so players usually arent after unwanted PvP. It has an amazing chill while building, mining, etc. Great roleplaying potential, an amazing walking dead simulator. Lets go for an attribute system really.)
...
- ABOUT SKILL SYSTEMS:
I advise to either use a CLASS system, or an ATTRIBUTE system. But not this half-assed mutant that posesses booth sides' negative aspects but fail to capitalize on their positives.
A CLASS SYSTEM is about picking one class, and with it, choosing a set of playstyle. They are usually made so, that they are worth to specialize and focus into solely one of them, becouse each of them exclusively unlocks their own aspects. (For example a berserker class unlocks high level axes performing good on their level. But divideing your points between a berserk and -lets say- a ranger tree means you will unlock booth mediocre axes and mediocre bows. So booth will underperform, but for the advantage of versatility. But they additively grant bonuses, not in a synergizeing form)
So class systems are designed so they are all balanced compared to eachother and they all can stand on their own.
Class systems has advantages like simplicity, straightforwardness, enhanced roleplay value but only on set roles(its easy to play as a berserker even if the player lacks fantasy, you just have to dump points into it). Usually coupled with fast gameplay, or other primary factors, next to an only secondary, complimentary skill system.
Class systems(or cast systems if restricted to one) are used by games that are usually focusing on how each different player in different classes work together as a group, instead of how different attributes within ONE player works out as an individual character. So mostly strict, medium sized COOP or Team pvp games with fast action(DeepRockGalactic, Killing floor, dead island, vermintide) are using clean class systems.
In Class systems its harder to handle utility, non-combat aspects of the game, except if the class is already a distinctively support type. (Thats why are you struggle at placing various resource gathering and technology perks between the "classes". For example, Mining is kinda required, if you place it at Str, str will be required. Its really hard to balance and work with. Also it usually heads into problems, like why would agility has anything to do with skinning animals. Well, Becouse agility would be weak without it. But this still doesent make it sensible. I will talk about Int and technology later)
AN ATTRIBUTE SYSTEM on the other hand, is about representing different character properties(either 1/1 or grouped into the attributes) and they all together can describe a character completely. They are usually designed in mind, so each attribute are easy to invest into at a basic level, but costly to specialize into. They are ususally mix and match together really well, synergizeing multiplicatively even on the same aspects. (Like str gives melee dmg, agi gives attspeed so they multiplicatively synergyze on the same aspect of melee dps. requiring booth for maximized performance. (Class systems are usually additive, giving only versatility))
Gaining a basic level on multiple attributes represents "learning the basics" to survive in the game world. Every character has some of each attributes as a must have(you can play niche characters like a dumb but strong fella, but solely for fun and enchanced roleplaying values, since obviously your dumbness will come out as a negative, that you have to overcome. Its not necessarily bad, usually these characters are the most fun), but not necessarily all of them required. Usually if a game works with a low amount of attributes(like 3, as agi/str/int f.e.), than each character possesses some of each attributes probably(like in warcraft f.e.). But in more advanced RPGs with 5 or 6 attributes(7days A17, fallout) its usually only necessary to have 2 or 3 of the attributes on some level for a healthy character versatility.
Later, after haveing this "healthy versatility" to begin with, and gathering the necessities to survive, the progression is about specializing into the more destinctive features as your choosen high level approach to thrive in the game(or in real life).
So again, easy to invest a bit, but costly to master it. The characters will start to distinctively differ from midgame, where they can accurately pick their approach. (But in 7days with 6 different attributes, even the early game have multiple options for the same aspect, its not a limiting factor, dont worry)
Attribute systems have the advantages of total and absolute freedom, the required complexity to be invested into it as a player, and the absolute preciseness of roleplaying while having an almost endless combination of traits. You can draw and create any character with pinpoint accuracy in a well made attribute framework.
Attribute systems handle support and utility aspects really well, has a higher potential roleplaying factor but struggle in fast-paced, action packed environments where there is no time to draw and paint your character carefully.
Games like fallout or kenshi use clean attribute systems, booth have a slower paced overall experience, with lots of non-combat oriented elements.
MIXING is usually a good idea, where the enviroment(the game) can purposefully use the advantages of booth approaches. Usually in larger scale, combat oriented games that require a high number of character variations(more than a class system could provide), but dont want to dive deep into a clear attribute system becouse the game isnt complex enough on this matter to justify it.
Like Proper MMO RPGS (here character variety is needed but its too combat and item oriented for a deeper role-playing experience). In these games you pick a Cast(its a restrictive class system, you technicaly pick one class at character creation, and you are restricted to it) but later you can fine tune it with attributes within the cast's boundaries. I dont think thats the case with 7days, so i advise against any kind of mixed system.
CURRENTLY 7dtd has a weird mixed system.
- Mutually exclusive skills restricted into a narrow category for each weapon type,
- "Classes" that you want to overally balance compared to eachother, and make them able to stand on their own.
- Simplistic approaches on combat perks. "Just pick one and go"
- struggled utility perks.
These are the traits of a class system.
- the main trees are actually attributes.
- the attributes are cheap to start but costly to max out.
- there are some general perks that gives bonuses for a wide range of items(Furry of blows, Run n Gun, etc) fit for an attribute tree, next to the category restricted perks(like skill).
- many important utility perks.
These are the properties of an attribute system.
Pls, pick one and stick to it.
MY SUGGESTIONS:
I advise to either go with a Class system:
- rename your attributes into classes, something like WARRIOR/BRAWLER/SHARPSHOOTER/RANGER/TINKERER
- start to properly balance them out, while lower the potenty of the utility aspects(so classes without a mining bonus still can properly mine, but be a bit less effective at it) So cheap, 3 level perks with mediocre bonuses(30%) at max lvl.
- make the game a lot more interesting so players wont notice how shallow the perk progression is(without even the slightest of irony). Just need more action.
- Be sure to make all of them equally powerful(balanced coop pve/pvp) and each equally optimal for a playtrough(solo/coop).
- while each class has to be equally strong overall, not each perk necessarily has to be equally strong. (Since you are already deep into one class, you have to live with whatever perks you find there, the only important thing is, so the class overall is have to be equally useful compared to others, so your decision is justified.)
- OR, probably the better approach, to create a proper
- ATTRIBUTE SYSTEM, by :
- making sure each attribute is NOT enough versatile so they are optimal on their own, OR all of them are equally optimal.
- making sure its easy to grab the basic perks, required for general survival, giving a good sense of progression on the begining.
- making sure each and every perk worth its cost. No matter what attribute its from, all point spent should manifest into equal importance across the board.(like right now)
- make sure its costly to take high-tier perks, so booth jack of all trades and specialized characters are balanced. (Versatiles can pick a higher number of low lvl perks, specialized ones can pick fewer but stronger perks for the same amount of investment, making booth viable) (as it is right now)
Since 7days to Die is a survival game with (action driven but..)slower paced sandbox RPG with a "null" start(no starting set, your character progresses from blank, making space for a precise character building), with TONS of utility (like building, mining, crafting, support, heal) and oriented at booth coop and solo survival(either group/solo pvp or group/solo pve) with a non-competitive, free-to-die(not about scoreboards or K/D ratios) setting, im STRONGLY SUGGESTING AN ATTRIBUTE SYSTEM.
(7dtd, Its quite a personal experience, most enjoyable as a solo or medium group PVE game, the enviroment is dangerous enough so players usually arent after unwanted PvP. It has an amazing chill while building, mining, etc. Great roleplaying potential, an amazing walking dead simulator. Lets go for an attribute system really.)
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