PC name change in the future?

Look at it this way, most gamers have between 3-5 hours of game time a day excluding those that do it professionally.Even someone who plays an somewhat excessive ammount of 5 hours/day has to play for a full week before they can use the bike.
And it used to be that they might not get the bike at all! I wonder, Which is better?

 
And it used to be that they might not get the bike at all! I wonder, Which is better?
I might open a loot container at any point in my gameplay and find the recipe, day 1 or day 100, personaly find that FAR more intresting on a day to day playing basis than 'yeah i got farm XP for a week'.

 
I might open a loot container at any point in my gameplay and find the recipe, day 1 or day 100, personaly find that FAR more intresting on a day to day playing basis than 'yeah i got farm XP for a week'.
Moving the goalposts?

 
Moving the goalposts?
Not at all. You asked which is better, i gave my opinon that a dynamic system that makes the game diffrent every playthrough is better than a static XP grind thats the same each time around.

 
The game forces us to level now to get access to the items/materials we want to use. People have different opinions than yours on how to play this game and it is only natural to have disappointed when those opportunities are taken away with little to no warning that the game was going to change so drastically. I enjoy A17e, but I still feel I enjoyed A16.4 more. Just my opinion and that won't change the development path of TFP.

I dunno. I'm fine with the level gating but stretch it out LONGER. However, make mining/speed of tool swings significantly better. Then make loot drops include all the way up to level 6 - so going out and exploring POIs is how you access top tier stuff for the first 30 days or so.

I'd even be in favor of level gating up to level 5, but level 6 only exists in found items (product of advanced manufacturing I can't pull off with a hammer, anvil and wooden bench).

I'm even in favor of making 'crafting/building' a character build path akin to stealth/ranged or melee/tank. Make traps that can, with a very well designed base, fully handle a horde with minimal player involvement but require it to take comparable point investment to the other build paths. Rather than make building/crafting largely an afterthought the advent of the new/better POIs makes playing a pure scavenger perfectly possible. So why not make the dedicated builder/crafter its own complete character advancement tree? This makes it super useful in multiplayer.

Stealth-mining, a skill tree that reduces your heat signature. A skill tree that makes regular swings with tools do a ton of block damage but reduce resource collection so a dedicated builder/crafter can mine out big areas quickly but not get as much resources. High point investment unlocks (akin to the level 5 melee/ranged stuff) that lets you build and lay 'bait' and 'scent trails' to control zombie movement.

To me that seems like a good solution.

 
Not at all. You asked which is better, i gave my opinon that a dynamic system that makes the game diffrent every playthrough is better than a static XP grind thats the same each time around.
The question wasn't devoid of context, though. It specifically was related to your discussion of a time sink/progression.

 
The question wasn't devoid of context, though. It specifically was related to your discussion of a time sink/progression.
Nor was my answer devoid of context, as always im advocating for more options so people can tweak thier playing experiance.

 
Not at all. You asked which is better, i gave my opinon that a dynamic system that makes the game diffrent every playthrough is better than a static XP grind thats the same each time around.
fact of the matter is... its always an XP grind. You cant build steel at level 1, you cant make a minibike at level 1, you can do very little at level 1. Although i do like the idea of finding blueprints... but i've had several playthroughs in A15 & A16 where i didnt find a minibike until day 50+

Thats not fun, thats just frustrating. Gating somethings, i'd be ok with... Bike & minibike, sure... but maybe 4x4 & Motorcycle be found could be a fun little option...

 
Nor was my answer devoid of context, as always im advocating for more options so people can tweak thier playing experiance.
Strange. Whenever you talk about options allowing for diverse playing experiences, you bring up shortening the time for things. Either you aren't as clear in your articulations as you think you are, you're confused, or you're conflating issues.

 
The level system is needed. Lets make that clear. I just dont feel i am taking a smooth ride through the game as is though. A16 was better at this tbh.

Let me provide an example....

You have a ladder and need to get up to a roof. Currently, the game lets you step the first rung and you have to stop for 30 sec. Then you can take another step. 30 sec wait. Frustrating but you get there. This is what the level gating currently feels like for me. Nothing wrong with the progression but there is no flow to it and other than personal satisfaction, no reason to remain at each step of the ladder

Once things are balanced, i am hoping the game will flow again.

 
I see a couple issues concerning level gating at the moment:

1. Initial hurdle to pass is level 20, the next being level 30. This means that you have to clench your teeth for the first 20 levels before you can make a smooth advance further. Ofcourse you have the first 2 levels of attributes without any restrictions, but the first restriction is pretty high compared to the next.

2. I would compare the shift between A16 to A17 to a situation where a person is meant to traverse a labirynth for a prize. At first the person runs off from the entrance to see there are ways to climb the rough, hedge walls and find the other end atop them. At some point though the hedge starts to grow rougher and it's impossible to climb the hedge walls. Suddenly the person has to move through the labyrinth the way it was meant. My point here: Most of us were used to having many things easier (like the forge day 1-4), but it doesn't mean it was meant to be that way and now many people feel discouraged, because "the easy way" was taken.

3. In A16 many things were locked behind recipies which you had to find. I think it was a good solution, but only if you had diversity. When you have 5 vehicles (like in A17) you can lock the best ones behind a recipe and that's fair, until you find it you got other vehicles to use. But in A16 you only had a minibike, which was a game changer and getting it was solely based on luck. This could be applied to many other perks/skills, which constitutes in overall to rebalancing everything.

 
I see a couple issues concerning level gating at the moment:1. Initial hurdle to pass is level 20, the next being level 30. This means that you have to clench your teeth for the first 20 levels before you can make a smooth advance further. Ofcourse you have the first 2 levels of attributes without any restrictions, but the first restriction is pretty high compared to the next.

2. I would compare the shift between A16 to A17 to a situation where a person is meant to traverse a labirynth for a prize. At first the person runs off from the entrance to see there are ways to climb the rough, hedge walls and find the other end atop them. At some point though the hedge starts to grow rougher and it's impossible to climb the hedge walls. Suddenly the person has to move through the labyrinth the way it was meant. My point here: Most of us were used to having many things easier (like the forge day 1-4), but it doesn't mean it was meant to be that way and now many people feel discouraged, because "the easy way" was taken.

3. In A16 many things were locked behind recipies which you had to find. I think it was a good solution, but only if you had diversity. When you have 5 vehicles (like in A17) you can lock the best ones behind a recipe and that's fair, until you find it you got other vehicles to use. But in A16 you only had a minibike, which was a game changer and getting it was solely based on luck. This could be applied to many other perks/skills, which constitutes in overall to rebalancing everything.


1- i agree that the level 20 stretch is a long one. i have found that once you can get to 30, things start to open a bit and more options become available. before 30, i wait for levels to come so that i have stuff to do. after 30, i have enough things available to me that i dont worry about levelling to unlock more things to do.

2- i absolutely agree that we have had it very easy in the early game and it needed to be made harder and something done to add substance to that part of the game.

3- i think part of the issue is the fact that there are alot fewer skill perks to invest in now. certain perks have 6-7 skills/items/etc to unlock. i might not want 4 of them but there might be 1 that i MUST have. thus i grind. if they went to a 10 tier (instead of 5) system (for example only), they could spread those things out a bit and make these skills/items/etc available at different attribute levels. this would create a whole different experience if stuff starts unlocking every 5ish levels instead of every 10

 
The level system is needed. Lets make that clear. I just dont feel i am taking a smooth ride through the game as is though. A16 was better at this tbh.

Let me provide an example....

You have a ladder and need to get up to a roof. Currently, the game lets you step the first rung and you have to stop for 30 sec. Then you can take another step. 30 sec wait. Frustrating but you get there. This is what the level gating currently feels like for me. Nothing wrong with the progression but there is no flow to it and other than personal satisfaction, no reason to remain at each step of the ladder

Once things are balanced, i am hoping the game will flow again.
Why exactly is the level system needed beyond slowing the game down? 7 days to die is probably the best voxel building game around, if i want to play an mmorpg or arpg i can do that.

Making the leveling system an option would makes the game serve a wider range of players and adds replay value. We used to have a bnuch of options like this to tweak the player experiance, not sure who removing them actually serves.

 
Is it hard to see people with different opinions than yours from way up there on your pedestal? lmao
Lol well spoken. There are always the ones that come in and dish sarcasm out to other posters. That was a good retort.

 
Honestly I find I'm leveling really quickly. I'm still frigging annoyed I can't craft a basic catwalk without being level 30 or finding a table saw (seriously? It's like the most basic thing! RIP early treehouse :( )
My biggest gripe is still that stupid, punishing stamina bar (ugh early game is THE WORST) and that gathering materials is so hard and takes so long now. I have time to build a base, but I don't have a week to pant and groan my way through digging with a stone axe while zombies constantly aggro to me and dig up the landscape.
I feel your pain. But OMG you aren't really serious about building a treehouse are you. Have you seen what zombies do to trees now. RIP treehouse any time in the game.

 
As Zadwanaa points out, not necessarily on Day 1, but very early in A16. One time, I chose to build a big base (underground portion for uninterrupted work and aboveground portion for fighting), so I started by digging it out every night. Since we had a forge Day 1, I quickly improved my tools, and by the end of the first week I was level 60. We had steel shortly after the first horde night, and a concrete base for the first one.
All that to say: Progression was super easy.
Was this Single Player or Multi Player. You start by saying I, then continue with We. I play solo for the most part and I have never achieved level 60 in the first week, nowhere near it in fact.

 
Was this Single Player or Multi Player. You start by saying I, then continue with We. I play solo for the most part and I have never achieved level 60 in the first week, nowhere near it in fact.
It was MP, of a sort. We played on a dedi, but they were not around to help. I dug and built the whole base myself (easy to do without much zombie interference thanks to the poor AI). I was able to achieve it because mining xp was boinked, and there was a lot of animals so that I wasn't hungry. Seriously, I would gain a level after digging only one row for the aboveground foundation.

You say that you were unable to achieve this. Were you singularly focused on digging out a huge base? I mean, this thing probably was 100x100, conservatively.

 
It was MP, of a sort. We played on a dedi, but they were not around to help. I dug and built the whole base myself (easy to do without much zombie interference thanks to the poor AI). I was able to achieve it because mining xp was boinked, and there was a lot of animals so that I wasn't hungry. Seriously, I would gain a level after digging only one row for the aboveground foundation.
You say that you were unable to achieve this. Were you singularly focused on digging out a huge base? I mean, this thing probably was 100x100, conservatively.
No, I was not singularly focused on a huge base at that point of the game. I was mining, exploring POI's and killing Z's.

 
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