PC New cost of the attributes (spoiler!!!)

With the level gated system, perks had an arbitrary obstacle. The upside is you got to put perks in many places, but the downside is... because of the gating, it takes a while to get enough points in to feel the full effects of the perk.

Some of us would focus on the lower budget of having more perks at the cost of lower/slower impact vs the newer system where you can specialize and get the full benefits of how you choose to play your character much sooner.

Obviously I'm partial to the newer system, but I do agree to a limited degree it's a little too pricey for solo players. Either keep current perk costs and give bonus points every 10 levels (or so) or just reduce costs by a 'bit', would be my suggestion.

 
I honestly prefer the level gating, I level up rather quickly anyway so I usually have a forge on the day of the first horde night and I'm usually nearly level 30 by the end of the first horde night. Mind you I hunt zombies down!

In saying that, I believe the cost for attributes should be lowered slightly, I think the first 3 levels (2-4) should cost 1 each, then levels 5-6 cost 2 each, 7-8 cost 3 each and finally 9-10 cost 4 each, for a grand total of 21

 
I like the new system a lot!

I would, however, like to see a way in which a SP can max out all stats.

Single player only quests or something?

I don't care what it is, I'll grind it! I want those points!

 
Did you mod the game? What difficulty and build were you on because 15k in dukes with the previous build seems unlikely in 5 hours. Since most prices were nerfed to hell. If you didn't mod and were on the previous build what exactly were you selling that got you 15k in a few hours?
I guess all you need is a wrench.

Most important is a nice startposition on a good map

But for this here i guess without 200% loot it wouldnt work (60 min days)

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Possibly a crafting recipe for a mindwipe potion which could be eaten to give all points back for a respec. That would mean that points we use early game could be respeced later game.

 
26 skill points for a lvl 10 attribute is a bit much, even off the bat. Dropped the multiplier to 1.167 in my game, down from 1.2. That gives 1 1 1 2 2 2 3 4 4, which is a total of 20 skill points for a maxed out attribute.
Isn't that the best part of this game? One simple tweak to the XML and BAM! it suits one's preference. I'm definitely not a "modder" but I've never played an "unmodded" 7D2Die game yet.

 
of course we will have to test it. @ Willcheat level 1 attributes come for free. ^^19 Points with your version.

Are all Attributes at the same strenght? perhaps some should cost more and some should be cheaper?

Int. for example is nearly worthless at level 9 and 10 because you can get +2 Int with coffee and nerd glasses... and seriously for 11 skillpoints i would never buy that. perhaps there should be no int. buffs?
Except glasses were nerfed. Nerdy gives +1 tier to crafting quality and xp bonus, All the others give +1 instead of +2 now.

No gear boosts INT now afaik.

 
I've done a modlet few days before the perks/attributes update to remove the cap lvl on attributes. I did quite the same as it is now, but a little bit different:

- all attributes cost 3 points

- You start with 20 points (build your character from the begining)

I didn't post it because it would be pretty useless now, don't know wich one i d like better thaugh... didn't have the time to test it.

However, i think this system this system suffer some issues.

My main problem with the perk system is that you have to spend points in intelligence no matter what (except if you got this one guy who craft everything for the crew).

If you want to be medic, you need to spend so many points in intelligence, even if you don't care at all about the other perks.

So you end up spending points in the crafting branch anyway, because it's cost efficient.

The player have a little bit more choice now, but It would be great to have some more freedom. Can't see a way to do that thaugh...

 
Just registered so that I could post about this. I hugely preferred the previous skill point system with the level gating as it meant you could afford to spend things into stuff you didn't necessarily need but would quite like to have, as it wouldn't hold back your growth towards the things you're targeting to. Also, spending points is fun. Having to sit around waiting for 10 points to build up before you spend anything just feels awful. In the past, I would build up 3-4 points as I'd know how I wanted to spend them at level 40, for example, but then I might be out in the wild and realise that actually, I could really use with more agility or weapon damage or something and would spend them without worrying too much. It just felt more free.

I play multiplayer with my friends and I can certainly see how the system is now built around the idea of having an engineer, a defender, a sniper, a builder etc with everyone completely funnelling into one area. We've really enjoyed base building though and while we all specialise slightly in different areas, we like switching around what we do - someone mining loads one day, building base defendes another, out for an exploratory trip to look for loot on another et. It just seems more fun than being forced to have designated roles which the new system forces.

 
Hmm I just wondered if making int. cheap would be better?

I mean everybody wants to build, but int is mostly passiv, good to have, borring as a role... and you would still have to specialise in the more active skills.

 
Removing level gates and switching to higher points to perk is in the right direction. My opinion of course.
All it needs is some balancing of perk costs. You have to remember that the highest perk effects are now available to you much sooner than before, so that's a mitigating factor in your gameplay vs costs.
Agreed +!

 
Hi folks, So this build we don´t have a level cap but attributes cost more with each level.

1-3 cost: 1

4-6 cost: 2

7 cost: 3

8 cost: 4

9 cost: 5

0 cost: 6

I think it gets too expensiv in the high levels.
In context, i think it is fine. If you just stayed in one attribute, then you will max it out level 27, which is roughly a third of level 100. So hitting strength 10 with one mad push is possible. I suspect with proper point spending you can really specialize.

Now, once they fix the balance with everything else this system will be nice. the hunger mechanic is so stupid right now that it almost merits hateful memes. It is like playing amy schumer in a zombie apocalypse where you have to eat an oreo every 5 minutes or die, and the most dangerous zombie is the one that throws salads at you.

This perk system, combined with magazines, works. The problem with tweaking and trouble shooting stuff like this, is you get weird readings when you tweak two or more things at once, which is what they are doing. The stupid hunger really throws off our assessment of the perk system. As it stands week 1 you have to specialize in fortitude just to not starve to death.

 
I honestly prefer the level gating, I level up rather quickly anyway so I usually have a forge on the day of the first horde night and I'm usually nearly level 30 by the end of the first horde night. Mind you I hunt zombies down!
In saying that, I believe the cost for attributes should be lowered slightly, I think the first 3 levels (2-4) should cost 1 each, then levels 5-6 cost 2 each, 7-8 cost 3 each and finally 9-10 cost 4 each, for a grand total of 21
Well damn, the lowered point costs almost matched what I said. I still prefer the level gating however since leveling is quite fast!

 
Well damn, the lowered point costs almost matched what I said. I still prefer the level gating however since leveling is quite fast!
Yeah, in defense of the level gating, you had to diversify your points out, so you had a better chance of surviving. this mad rush for the forge is dangerous, and you are better off scavenging for iron tools then trying to make your own.

 
Single player doesn't suffer at all from this. Single player has gotten the largest replay-ability boost in the history of the game. FINALLY, we can crate truly different builds and challenge ourselves to survive as completely different characters. The level gating stifled that because you had to reach level 100 before maxing out an attribute. Now you can do it when you are in the 20s and play most of the game as a specialized type of character with real strengths and weaknesses.

Wait a minute....are people simply not wanting to play the game with any weaknesses?

 
Single player doesn't suffer at all from this.(...)
Wait a minute....are people simply not wanting to play the game with any weaknesses?
It seems to be that way sometimes. I still say it's the A16 spoiling symptom, where one would have 12 forges spitting out steel and cement sitting in an impenetrable fortress crafting steel tools by the end of week 1

 
Single player doesn't suffer at all from this. Single player has gotten the largest replay-ability boost in the history of the game. FINALLY, we can crate truly different builds and challenge ourselves to survive as completely different characters. The level gating stifled that because you had to reach level 100 before maxing out an attribute. Now you can do it when you are in the 20s and play most of the game as a specialized type of character with real strengths and weaknesses.
That works when you chose between going edged or blunt. Or in other games between, fire and ice, between mele or ranged, and so on. Not when you have to chose between beeing able to carry stuff, be able to build things, be able to not be stamina drained, and so on.

And I am a player who loves rpgs, classes and games like that. But it doesnt work for such important things in a game. Between using guns or mele and such combat things. Sure, expand those skills and make the need for us to chose. But dont do it with the crafting and QoL perks in a crafting game.

 
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Well, "no level gating at all" was an interesting experiment.

The intentions were good, the results were not. LOL

 
If i'm to be honest, about 1/3 of the perks I will never get so theoretically I could max out my character to the way my playstyle is.

I enjoyed the 'learn by doing things' in previous alphas, you want to be good at mining? then mine! Whereas now, you want to learn how to farm? Just kill lots of zombies hahahaha. I'm enjoying myself so that's the main thing :)

Level 100 is easy to get to for me, by day 32 or so (90 min days) is usually when I get 100, but I'm also used to a world lasting over 100 days. I'm more of a looter than a trader/crafter as I find it rewarding when you find that sweet sweet loot! So I don't rush for a forge or anything, but now I can get a bicycle a little earlier and have faster health regen sooner

 
That works when you chose between going edged or blunt. Or in other games between, fire and ice, between mele or ranged, and so on. Not when you have to chose between beeing able to carry stuff, be able to build things, be able to not be stamina drained, and so on.
And I am a player who loves rpgs, classes and games like that. But it doesnt work for such important things in a game. Between using guns or mele and such combat things. Sure, expand those skills and make the need for us to chose. But dont do it with the crafting and QoL perks in a crafting game.
Could not have said it better myself. Im sorry Roland, I don't want to be starting over just to get to play the whole game in its entirety. I put in too much work in my games to just be dropping a world to get different perks.

They have nerfed early game to almost unfun levels, nerfed drops and kill the trader. The fun in this game is mid and late game and tbh I'm kinda dreading early game at this point. The last thing I wanna do is have to play early game over and over just to try out perks.

 
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