Keysersose
New member
Hey folks,
Like many, I have been playing this game for years and am excited for it's full release. I have looked at the road map and have dumped at this current time, 1500 hours into this amazing game.
I have not looked into too many other posts, so I apologize if this has been discussed before. With that said, let me get to the point.
The current levelling perk and book system feel bad to me.
1: What Makes it Feel Bad
To me, the whole idea of a perk system is to dump points into a play style. However you choose your play style should be entirely up to you, whether it is for fun, or how strong it is in the game.
Being able to engage with play style gives a sense of immersion to the game, and allows for various unique ways to play the game.
I feel that the current system discourages embracing a play style.
-Want to go into the agility tree and drop out of the trees like Rambo? Good luck never building a base for yourself, or cooking anything decent because you can't harvest resources well and lack the skill books required to level your cooking to a respectable level.
Of course this is one example, but it illustrates the point quite well. You get punished if you don't split your points over all of the trees early on because you have much less chance of getting the important skill up books that you need to be successful in a survival-crafting game. I feel like this is counter intuitive to the concept of fleshing out a character based off of preferences.
It simply isn't fun spending a point on something that has nothing to do with your interested build, just to have the ability to progress in the game. This is especially true when you are getting toward the mid-to-late game, as getting points becomes much more difficult and perks become more expensive.
2: What I Propose Might Fix This
Back in the day, 7 Days treated levelling differently. As I recall, you used to get points just by doing stuff.
Want to get better at mining? Go out and mine some ore. That kinda thing.
My thought is, why not bring this back to work in tandem with the perk system. A hybrid system, where necessary skills like cooking, crafting and harvesting are governed by spending time focusing on them to build proficiency.
You could even keep the books in. Maybe increase drop chance of books if your proficiency increases or something like that. Or you could change the books from generic (skill up) books to perk books that put points toward perks you used to get in the regular tree. Miner 69er for instance.
Then you could expand the perk trees to include new interesting abilities, or expand on the ones already there. This way, everybody can feel free to dump points into whatever tree they like.
At any rate, there is my two cents. I don't know how everyone else feels. But I am excited for 7 Days to finally be 1.0. I just think some polish in the perk system would make it feel a little smoother, both for single player experiences and multiplayer.
Like many, I have been playing this game for years and am excited for it's full release. I have looked at the road map and have dumped at this current time, 1500 hours into this amazing game.
I have not looked into too many other posts, so I apologize if this has been discussed before. With that said, let me get to the point.
The current levelling perk and book system feel bad to me.
1: What Makes it Feel Bad
To me, the whole idea of a perk system is to dump points into a play style. However you choose your play style should be entirely up to you, whether it is for fun, or how strong it is in the game.
Being able to engage with play style gives a sense of immersion to the game, and allows for various unique ways to play the game.
I feel that the current system discourages embracing a play style.
-Want to go into the agility tree and drop out of the trees like Rambo? Good luck never building a base for yourself, or cooking anything decent because you can't harvest resources well and lack the skill books required to level your cooking to a respectable level.
Of course this is one example, but it illustrates the point quite well. You get punished if you don't split your points over all of the trees early on because you have much less chance of getting the important skill up books that you need to be successful in a survival-crafting game. I feel like this is counter intuitive to the concept of fleshing out a character based off of preferences.
It simply isn't fun spending a point on something that has nothing to do with your interested build, just to have the ability to progress in the game. This is especially true when you are getting toward the mid-to-late game, as getting points becomes much more difficult and perks become more expensive.
2: What I Propose Might Fix This
Back in the day, 7 Days treated levelling differently. As I recall, you used to get points just by doing stuff.
Want to get better at mining? Go out and mine some ore. That kinda thing.
My thought is, why not bring this back to work in tandem with the perk system. A hybrid system, where necessary skills like cooking, crafting and harvesting are governed by spending time focusing on them to build proficiency.
You could even keep the books in. Maybe increase drop chance of books if your proficiency increases or something like that. Or you could change the books from generic (skill up) books to perk books that put points toward perks you used to get in the regular tree. Miner 69er for instance.
Then you could expand the perk trees to include new interesting abilities, or expand on the ones already there. This way, everybody can feel free to dump points into whatever tree they like.
At any rate, there is my two cents. I don't know how everyone else feels. But I am excited for 7 Days to finally be 1.0. I just think some polish in the perk system would make it feel a little smoother, both for single player experiences and multiplayer.