Here is my number 1 question: Can it be modded back to skills or nah? Because it looks much like nah. Because there is, to begin with, no "template" for a skill anymore in the menu. It wouldn't be the worst if you could not see the level of your (naturally leveling) skill, but still sorta meh. But if everything is a perk now, there is also no reason to feed xp back into a skill. Because there is no skill anymore. So was that left in..?
From the comments in the developers threads it seems almost all the changes are focused on this perk / event system. Even if the code for progressive skills is not removed, its frankly dangerous for moders to use it because it can break at any moment alpha release.
I mean, when mods for years have had issue with the crafting menu, when you add 200 items, it becomes dog slow. This is a know issue for years by the developers ( people have not been shy mentioning this ), no work was ever done on it in the A15/A16 releases. So that brings us back to the progression skill code.
Perks overall look not particularly moddable. Can we add more levels to a perk than the usual 5? Can we remove recipe perks and unlock them with books? Can we add new attributes? I'm fairly ... well, "confident" (...) that we can reward perk-levels with quests, I mean, a super great and "robust" new system would not leave that option out, would it? It might, though, it actually might... *sigh*
From the looks of the current perk system, my guess is its designed for hold a maximum amount of 5 items. So you need to introduce more SPECIAL skills and use this to cut skills and perks around. It looks to be a very mod unfriendly skill menu for people that want to expand beyond 5 levels. The old one was less overview able but you had less limits.
The perks I've seen in Joel's video are the reason why I often don't like perks in games. I did not like the perks in Fallout 4. Because they mostly, just like in 7dtd, only boost stats a bit. Mind you I say mostly. In 7dtd, they also unlock recipes, which is more likable, but I do think that quests and books are a better way to unlock those.
Its unclear what the use of books is now anyway. The most valued book ( mini bike ) is now a skill. So i assume that books are now just basic lower recipes onlockers. So you still need books but the more big bang skills are now locked behind perks.
Than buying them with imaginary points. A good perk also is the one that unlocks inventory slots,
I agree, that is probably one of the best new skills what also give mods plenty of fun to play around with ( assuming the menu is not hard coded too much ).
another one that allows these combos (hit 5 zombies in a row), though they also practically just boost stats. A great perk for 7dtd would be to unlock the melee power attack. Is there a perk for that? I don't think so. Also good perks would be the weapon slots. I don't really know what these will be, but if you have a perk system, why not have a perk for each slot of each weapon, instead of "deal 0.001% more damage" boredom? Have perks that make a difference that is instantly noticable in gameplay, not just minute increases of something that is already there. A mining perk could be "Metal detector: Every stone block drops 5 units of iron ore." A melee perk that makes zombies stagger when you deal a certain amount of damage, another one that makes them stagger every time you hit the head. A fist fighter perk, unlocking combos (left left right left to the head = stun, left right right left left to the head of a stunned zombie = 150 damage = most trashmobs dead; throw in a brass knuckle recipe and requirement to spice it up). Things that instantly make a noticable difference and are fun, the possibilities are endless, I could go on forever, if you need ideas.
Please do not ... your wasting your breath. People have been giving ideas to solve issues in the past and TFPs do whatever they want. Like Spam crafting that can be fixed with 5 minutes of coding ( change 2 values. Increase time + make default items better. Yes, technically 3 because they ended up gating some stuff behind specific skill levels so that also needed fixing. Fixable by gating behind items and not skills ).
In other words: If you think you need bloody perks, make them bloody interesting. There are 50 perks alone for "deal 5% more damage, get 10 more health". *yawn*.
+1000000!!!!
This is why i call the perks consolized. Dumbed down to create lots of perks but a lot have nothing special. The Farming perk is a big joke. 6 food on highest level ... Plants are not a issue without fertilizer, let alone creating a crazy perk like that, what nobody will max out.
The biggest argument for perks that I've seen in this thread is exploitation of exploitable game design. Well, it is a reason to switch to perks, but only if it's impossible to remove the exploits. I don't think it's impossible to remove the exploits. For example could you remove all the weapon exploits by only rewarding entity damage with xp. Spamcrafting of tools can be countered with longer crafting times for stone axe and shovel.
I said this dozen of times, the answer back from some is always the same by others. But increasing craft times does not prevent spamming because people can have their PC run idle all the time while auto crafting. And ridiculous answers like that.
TDPs simply keep repeating how the old system was hard to optimize and was broken. The new perk system is easy to optimize because it has no soul. Its for 80% stat boosters...
And by having seperate crafting skills for different materials - it is nonsense that the skill for crafting a stone axe and a steel axe would be the same.
And having more complex recipes ... Wood -> Planks + Iron -> Scrap -> Scrap nails = Wood Frames.
The issue with this again, is the crafting menu is broken and not able to load so many recipes. So the solution is "not fix" the menu problem but simply remove crafting items so the menu is faster ( A15, A16 ... ). This is why i do no think A17 has fixed the crafting menu because even more items are removed now ( correction: Optimized /s ).
The reality is you and my opinion does not matter. TFPs already have our money and they have no obligation to listen. The standard answer to all your questions will be: Get a mod that you like. Of course forgetting that mods rely on TFPs actually FIXING issues that have plagued some mods for years. And now with progression skills removed, this opens the door that mods may not be able to use that code. Because of the above mentioned reasons ( it can vanish one day, bug may never get fixed, etc ... ).
You can play 7D2D but it feels like the survival aspect has been changed into some online mmorpg / console game. Before the system was maybe not perfect but it was a much more unique system. Very few games have progression skills because it does not trigger the dopamine effect in people their heads ( read up about it, its a interesting aspect ). People are like drones that crave the instant satisfaction effect of pressing a button and getting a price.
Anyway, while i like some perks ( encumbrance ), i feel that the new system is a step back from before as its so generalized. Even more annoying are limits on skill amounts etc. But i also know that i am in the minority here and i hate what 7D2D has been evolving into. No wonder that A16 where you see the first steps of this change, is my most disliked Alpha. A17 will probably top that from all the videos i have seen.
To think how much more content we might have had by not wasting time rewriting the entire system this last year. A gyro + a few more cars do not do it for me. You need to wonder how many times they are going to rewrite stuff again.