PC Perks and Choices

Using the min/max process is a self-imposed rule, my friend. Nothing forces you to play that way. Believing that min/maxing is mandatory is an illusion. I can play your way and I can play my way—just not at the same time.
WHAT???? NO IT IS NOT. ITS SURVIVAL. EVERYTHING GOES. This is the point of the game. This is not a "Minecraft-friendly" version that just wants to give you a way to be creative... say roland... I have often disagreed with you... but this mindset of yours is SO COMPLETELY wrong that I ask myself if youREALLY think that or if you were just told to defend the new Alpha...

Because you never struck me as arrogant or stupid... but those points about freedom and "min/maxing" beeing just another playstyle in a ZOMBIE HORROR SURVIVAL game... holy hell...

YES its also a sandbox... but you disregard 3 different genres (2 if we combine zombie and horror) because one generally gives you freedom.

Like... I... ARGH -_-

And now I'm back here posting again because your statements make me furious! If this continues, Ill try and get steam to change the genres to "child friendly, casual, creativity sandbox" -_- (obviously I do not have the power... but if I had...

*screams into pillow to let out all this pent up rage*

 
Vik you might want to take a few deep breaths.

I have to agree with Roland.

Min/Maxing is most certainly a choice of playstyle.

Nothing in the game makes you have to play that way.

Example:

I am currently in a Gauntlet challenge with 49 others.

- No loot respawn

- No Airdrops

- Insane difficulty

- Zombies always run

- Dead is Dead. You die you delete the save

- Loot at 25%

- 64 Zombie Horde

I still found time to make my base look decent.

I still found time to paint the floors and ceiling and put plants around.

If I can do that on the hardest mode and still find time to do stuff without min/maxing...

... well that means that min/maxing isn't needed to survive right?

I am currently in first place in the gauntlet and although I am pretty efficient, I'm not like you.

I couldn't play that way because I would just find it boring.

BOOOOOOOOOOOORING!!!!!!!!

Why do ONLY the most efficient way of things?

Why not mostly? Why not sometimes?

That's your thing man. That's what makes you happy.

Doesn't mean TFP have to all kneel at your feet and change the game.

The new system allows both play styles.

Is it perfect. Nope!

Will it annoy people like yourself? Yup.

PS: I understand your frustration regarding PvP

Hard to do anything but the most efficient way when you're competing against other players.

I won't deny you that.

 
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You brought my point home for me.

You don't need minmaxing on the absolute hardest difficulty.

I have played similar challenges and have also been painting and stuff.

Im not talking about spending every second in a life or death race.

The problem is:

Difficulty 6 has the same 'exploits' or how you like to call it 'choices of freedom' that easy modes have.

If they really valued freedom, they'd make changes to difficulty(as mentioned in an earlier post) so that you can just enjoy roleplaying on easy and normal, while giving players a choice to go hardcore.

 
Guys, when was min-maxing even brought into this discussion...? Min-maxing is something you can do in spreadsheet rpgs, dnd, heavily competitive mmorpgs, arpgs like Path of Exile etc. "Min-maxing" is a term that is used for someone, whose only focus is trying to find the absolute best character builds to achieve specific purposes. 7DTD is a game with lite rpg elements - you can't really min-max. It doesn't have for example, dozens of end-game armor sets or talent trees that achieve the same thing, so that someone can choose one of them to min-max. If min-maxing was a thing here, the forum would be filled with threads discussing about detailed character builds. Has anyone here even played a game where min-maxing is actually a thing?

And min-maxing is not as general as "trying to do everything efficiently" - because that is "every-game-ever", except for purely sandbox games like Minecraft's creative mode. In FPS games you try to hit and not get hit, in tower defense games you try to build good defenses, in strategy games you try to expand, in survival games you find ways to survive, in management games you try to make money, in tetris you try fitting the falling blocks in an efficient way etc etc. So let's stop calling this min-maxing because it isn't.

 
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You brought my point home for me.You don't need minmaxing on the absolute hardest difficulty.

I have played similar challenges and have also been painting and stuff.

Im not talking about spending every second in a life or death race.

The problem is:

Difficulty 6 has the same 'exploits' or how you like to call it 'choices of freedom' that easy modes have.

If they really valued freedom, they'd make changes to difficulty(as mentioned in an earlier post) so that you can just enjoy roleplaying on easy and normal, while giving players a choice to go hardcore.
That's a different issue then perhaps isn't it?

Insane difficulty might need adjusting.

Though, since A17 is introducing mini bosses, it might not be a problem for long.

Who knows?

I just don't see how you think spending points the way you like is an exploit or a weakness in the game.

Is is realistic to mine all night and buy points in headshots? No.

So what?

Seriouosly. So what?

It's the game mechanic that TFP went with.

They are considering game play and fun for the most amount of players.

Whatever market research they've done, this was their conclusion.

So now we can complain about it or we can accept that 7DTD has:

- This set of rules

- These challenges

- This environment

- These flaws

- Etc...

That's about it.

Couldn't we same the same about every other game out there?

 
That's a different issue then perhaps isn't it?
Insane difficulty might need adjusting.

Though, since A17 is introducing mini bosses, it might not be a problem for long.

Who knows?

I just don't see how you think spending points the way you like is an exploit or a weakness in the game.

Is is realistic to mine all night and buy points in headshots? No.

So what?

Seriouosly. So what?

It's the game mechanic that TFP went with.

They are considering game play and fun for the most amount of players.

Whatever market research they've done, this was their conclusion.

So now we can complain about it or we can accept that 7DTD has:

- This set of rules

- These challenges

- This environment

- These flaws

- Etc...

That's about it.

Couldn't we same the same about every other game out there?
Lucky, there's nothing wrong with constructive feedback even if it's negative. And we can't say the same for every other game out there - I can't, at least.

 
@rip:

Its what most mods and tfps consider minmaxing. Namely trying to find the best or easiest solution.

Its a very VERY lightweight form of minmaxing... if even that...

@lucky:

The 'Problem' is that they went from a complex, intuitive, immersive system to a flat uncreative standart.

Yes they can do that (even though I doubt they do any more marketreseach other then what steam shows)

that doesnt change the fact they dumbed the system down under the cover of freedom.

A fun (not to be taken too serious) parallel:

Imagine a big gaming studio that made excellent and deep games for pc. And ppl expect this from them. This is why they love and buy their games.

Now suddenly they come forth with a new release... a dumbed down mobile game... because “everyone has a phone, so more ppl will enjoy it“...

It is their game... and they say it gives ppl more access... dont you think gamers who have grown up loving deep gameplay that is simply impossible on mobile, have a good reason to be upset?

Same with this. I have played 2years with an excellent system that just needed tweeking and balancing to be perfect... and now they completely removed that feature without a trace.

Saying “you can still put points into thoseskills if you want“ is kinda like saying “well dont you have aa phone,?“

 
A fun (not to be taken too serious) parallel:

Imagine a big gaming studio that made excellent and deep games for pc. And ppl expect this from them. This is why they love and buy their games.

Now suddenly they come forth with a new release... a dumbed down mobile game... because “everyone has a phone, so more ppl will enjoy it“...
Hello Diablo Franchise

 
You make excellent points and I did not really believe that anyone would actually try to earn an entire level and thus secure a point by only doing the one xp earning action that most aligned with the perk they wanted to buy. You are correct that you would have to plant and harvest thousands and thousands of crops if you decided to start being a farmer at level 120. I just stated the fact that the option is there for purists who really want the xp for points spent to come from well aligned actions that earned those points.
What I am really getting at is the argument that many people use to say the perk purchasing system is bad (that being that points earned are incongruous to benefits gained) is not a foregone conclusion. The middle road is to impose upon yourself some practice--enough to feel justified in having earned the right to spend the point in that area. I'm at level 120 and after a huge screamer horde am able to get to level 121 and have a point to spend and feel like doing some farming. If I really felt that learning by doing was fun and immersive then I could spend one day planting and harvesting and doing farming actions before spending the point. Did all the xp come from that? No. But I'm playing the game the way I claim to like and I reject the notion that putting off spending that farming point by one day to do a bit of roleplaying automatically disqualifies that gameplay from being survival gameplay. I also reject the notion that because the current structure allows for roleplaying to capture the feeling of learning by doing that it makes it a weak structure. I think forcing a quest to practice actions before the perk point can be spent would make for an interesting mod but forcing players to learn by doing without the min/maxing powergrind component included would not be a popular thing for the default game because lets face it: the min/maxing powergrind component is the real candy that those players crave and "learning by doing" is just the excuse.
You're saying the new system prevents grinding levels?

Cause it seems to me that instead of grinding different skills in a different way (a16), the new system just requires you to find one way to grind all perks. What ever gives XP the fastest will level all your perks the fastest. Min/maxer's life actually gets easier.

Am i getting something wrong? Because your farming example kind of scares me a bit. So at level 120 I wouldn't dream of getting the perk to put into farming by actually farming because "planting and harvesting thousands and thousands of crops" takes ages more time then killing a "a huge screamer horde".

Already I can tell killing zombies is way faster. Maybe there's something even better. Of if there's not, how does this balance out for the guy who plays stealthy character? Tough luck to go with stealth?

 
When I think about how humans learn IRL, I find some similarities to perk systems like the pimps are trying.

When I'm using a small tool to fix a bracket on my greenhouse, I'm learning and applying skills that are adjacent, such as hand eye coordination, dexterity, mechanical problem solving etc.

When I'm chopping firewood, I'm learning better stance, methods to preserve stamina, swings with less wear and tear on my tools, and say situational awareness. etc.

When I'm tinkering in my maker shed, I'm thinking of ways to make a better deal with one of my suppliers.

We're don't throw out these accumulative adjacent lessons IRL, so it feels natural to me to have some system to represent that in game.

Im just an A15 lurker, but it seems like the pimps system is approaching a solid equilibrium.

 
Lucky, there's nothing wrong with constructive feedback even if it's negative. And we can't say the same for every other game out there - I can't, at least.
Love constructive criticism.

The success of my business relies on me always being unsatisfied with my results and criticizing them.

[Direct Marketer for 25 years. Always testing and changing EVERYTHING.]

Sometimes, however, I find myself going a bit too far and what should be a tool for success becomes a liability.

I'm not saying that this discussion is completely without merit or advantage... but some of these replies I question whether they are, in fact, constructive.

It happens when we're passionate about things. So.... I guess that's good in a sense.

I just don't want to see a healthy debate turn sour and that can happen at the drop of a hat.

I don't think you want to see that either right? :cocksure:

 
Remember the time we had lots of books to find to learn to make things. that was a nice gameplay mecanic. the perk system is to big in A16 and wil be even biger in A17.
No wonder it is so many emty servers. you need to spend 20+ hours to get a decent carracter. not many peaple want to do that over and over again.
Books only is kosher with me.

If you guys want them to change this back to A16 style of xp acquisition, then just start a thread saying how awesome this change will be for PVP.

 
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I know this MIGHT surprise you... but I'm roleplaying as a guy in the zombie apocalypse, who will do EVERYTHING IT TAKES to survive. THAT is my roleplay. And in my opinion it should be the main way to "roleplay". I don't roleplay in minecraft that I'm a lost Asian girl and just wanna find my daddy. I could... but don't you think "roleplaying" as a guy stranded in the middle of nowwhere who has to build himself a home" is far more appropriate?

I don'T want to roleplay a guy who is morally scared of driving a minibike at night... or a guy that selfregulates himself so he's always challenged on bloodmoon.

I wanna be the Legend in "I am legend". I wanna be the survivor in "the walking dead" who tries to survive at any cost.

I wanna be that guy in Resident evil who does everything to complete his mission.

But if the game says "well... if you wanna be that guy, you are just min/maxing. And that is not for everyone. We want people in Resident Evil 4 to be able to roleplay as Ashley who needs a strong man to safe him! So we implemented a guy who will ALWAYS save you when a zombie has backed you into a corner.

HOW IN THE WORLD can you say that "min/maxing" is an extreme mindset?
If you really roleplay you wouldn't know which activity gives the most XP and do only that. Because XP and knowledge about it does not exist in the game and would not be apparent to your player-character. If your PC thinks "I want to be badass, what should I do?" he probably would scavenge if he doesn't have good equipment, mine to get resources, build a defensible base, and do some farming to have food. Why would he exclusively farm for a week?

And if your PC does all these activities he/you probably would get better at everything. Or your PC has a talent for shooting so although he is does as much farming as shooting his shooting gets much better than his farming.

A min-maxer would be farming for a week instead if that gives the most XP.

-----

Naturally the game should not really give more XP for any one activity. That would be a balancing problem. And well balanced perks would also mean that someone who shoots a lot of zombies has more to gain by putting points into shooting perks than mining perks. And the other way round.

I mostly play scavenger/club fighter in A16. Guess which perks I took.

 
When I think about how humans learn IRL, I find some similarities to perk systems like the pimps are trying.
When I'm using a small tool to fix a bracket on my greenhouse, I'm learning and applying skills that are adjacent, such as hand eye coordination, dexterity, mechanical problem solving etc.

When I'm chopping firewood, I'm learning better stance, methods to preserve stamina, swings with less wear and tear on my tools, and say situational awareness. etc.

When I'm tinkering in my maker shed, I'm thinking of ways to make a better deal with one of my suppliers.

We're don't throw out these accumulative adjacent lessons IRL, so it feels natural to me to have some system to represent that in game.

Im just an A15 lurker, but it seems like the pimps system is approaching a solid equilibrium.
Xp/perk points is a bit like money, earn it in various ways, and spend it in various ways.

That neglects the exponential growth pr level, but it is the closest simularity i can think of.

 
Perhaps an XP decay system.

Simple. Kill.. what.. 50 Zombies, for 100% XP, and from then on 50%.. another 50, 25%..

And it'll stay 25% until you mine perhaps.. 50 blocks, or maybe even 100, for 100% XP.. which of course will decay also, but reset everything else.

That way your survivor has a 'Sick and tired' effect.. and wew, you can have a Perk to reduce this penalty if you want.. :f

 
@rip:Its what most mods and tfps consider minmaxing. Namely trying to find the best or easiest solution.

Its a very VERY lightweight form of minmaxing... if even that...
Not even that, since min-maxing is by definition something extreme.

@Roland let's not confuse trying to be efficient to survive with min-maxing. Let me give an example:

I mostly tend to play this game with 6 rl friends. When zombie kill xp was first introduced (was even more than it is now), our merry team of survivors suddenly became bloodthirsty zombie-hungry hunters. Did they suddenly become "min-maxers"? They weren't before. No, as Meganoth said, this is a balance problem - one you can't brush off by saying "it's your choice" or "just roleplay".

RPG-related elements in the game should be purely complementary. One reason why recipe perks shouldn't be tied to leveling and survival perks shouldn't be so drastic. Player activities at a time should be more about "what supplies am I missing" and "how can I prepare to defend my base", not "how can I level faster" in the first place. And that is something that should be determined by the game design, not each individual player. And even if there is a way to gain experience slightly, as you said, more easily for these complementary elements than the other ways, I guarantee you that none will complain or "min-max".

You're saying the new system prevents grinding levels? Cause it seems to me that instead of grinding different skills in a different way (a16), the new system just requires you to find one way to grind all perks. What ever gives XP the fastest will level all your perks the fastest. Min/maxer's life actually gets easier.

Am i getting something wrong? Because your farming example kind of scares me a bit. So at level 120 I wouldn't dream of getting the perk to put into farming by actually farming because "planting and harvesting thousands and thousands of crops" takes ages more time then killing a "a huge screamer horde".

Already I can tell killing zombies is way faster. Maybe there's something even better. Of if there's not, how does this balance out for the guy who plays stealthy character? Tough luck to go with stealth?
But it's your choice whether to grind... just kidding. True. Lack of balance can't be excused with "the player chooses to impose finding the best way to level on himself". Each playstyle should be rewarded by the game as equally as possible.

 
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There is "gaming the system", but that's not min/maxing according to the urban dictionary.

Gaming the system in A17 might be to focus entirely on looting skills first. I won't get into the details.

Where Min/Maxing also depends on what a person is good at. Good with mouse and keyboard? Get combat skills.

 
Personally, I don't like the idea of a perk system because it is a highly regimented progression. Earn a level, buy a perk. Rinse, repeat.

There's a reason random gen is so much more popular than Navezgane, despite how well-crafted that map is. Random = surprises = challenge = fun. We like encountering new, unexpected situations. For all the frustrations of not finding that forge book for hours and hours (and hours), it led to a lot of new challenges that felt authentic because there was no way to get that forge book other than to keep looking. The situation was neither fair nor easy. But those are the games people talked about and remembered.

But with a perk system, you'll always be able to get what you want, more or less when you want it. Even if not all perks will be available due to limited levels/points, you'll still always be able to prioritize getting the things that are most important to your play style. It will quickly become the same game over and over.

In my opinion, TFP should be trying to maximize the randomness rather than minimize it. Some games you should get early tech progression, some not. Zombie behaviors should be randomly rolled, to some extent. I think the game is more fun when I have no idea what I'm going to be facing or what tools I'll have available to assist me.

 
Not even that, since min-maxing is by definition something extreme.

@Roland let's not confuse trying to be efficient to survive with min-maxing. Let me give an example:

I mostly tend to play this game with 6 rl friends. When zombie kill xp was first introduced (was even more than it is now), our merry team of survivors suddenly became bloodthirsty zombie-hungry hunters. Did they suddenly become "min-maxers"? They weren't before. No, as Meganoth said, this is a balance problem - one you can't brush off by saying "it's your choice" or "just roleplay".

RPG-related elements in the game should be purely complementary. One reason why recipe perks shouldn't be tied to leveling and survival perks shouldn't be so drastic. Player activities at a time should be more about "what supplies am I missing" and "how can I prepare to defend my base", not "how can I level faster" in the first place. And that is something that should be determined by the game design, not each individual player. And even if there is a way to gain experience slightly, as you said, more easily for these complementary elements than the other ways, I guarantee you that none will complain or "min-max".

But it's your choice whether to grind... just kidding. True. Lack of balance can't be excused with "the player chooses to impose finding the best way to level on himself". Each playstyle should be rewarded by the game as equally as possible.
With the exception of Vic's meltdown this has been an interesting discussion. I tend to use the terms min/maxing synonymously with playing the game as an efficiency puzzle. In other words maximizing xp gains by doing the most efficient path to minimize the time it takes to get to the top. I did look up the term and can see that it does mean something else. So I will not use that term any longer as that other definition is not what I mean when I use it.

I am not making any kind of judgement valuation on the new progression system for A17. I find it quite a bit of fun. I also found the automatic skill system that progressed naturally with actions without need for spending points also fun. I would be happy if they returned to that system or if they remain with this one. So accusations by angry persons that I'm somehow trying to advocate for this new system are just wrong. I'm pretty ambivalent. Honestly, I had a lot of fun with the game before there ever was such a thing as xp to be earned and when I killed zombies, crafted, built, mined, chopped, farmed, and scavenged it was simply to survive and those actions helped me do that.

My point in the OP was that there are those who say that the new system is flawed because you MUST spend points from killing zombies on perks for improving farming. I wanted to point out that because of the myriad ways we receive xp points don't have to be only from killing zombies. I went further saying that if a player wanted to roleplay the idea of learning by doing they could do that by choice with this new system. "Learning by doing" is often a buzz phraze used to describe the process of doing an action repetitively to get better at it. With the automatic skill progression people could do a lot of mining and their mining skill would increase from it. So in my OP I was saying that if that game mechanic was truly what someone valued they could simulate it easily by doing a bunch of mining before giving themselves the perk that would improve their mining. All of this would be voluntary. Nothing in my OP would in any way affect how someone else played the game.

Those who value the playstyle of efficiency puzzling out the game to find the optimal path of reaching the pinnacle of progression as swiftly as possible need not do this. I never said they did. When those who admitted to this playstyle posted and said that my suggestion would not help them I agreed with them.

The game is, of course, not perfectly balanced yet. However, for those who just play and aren't bothered by where this xp point came from and where that xp point came from the game is balanced just fine. There is zero necessity to only play one way with the caveat that I'm excluding competitive PvP gameplay from this statement.

I disagree with statements that playing less than perfectly optimally means you aren't really surviving. As you say, survival happens when you think in terms of tasks: get food and water, develop a renewable food source, find shelter, fortify shelter, get clothing and armor, secure weaponry. These are the tenets of survival and there is zero requirement to only do the one most efficient action to gain xp in order to secure those things. Playing without considering efficiency is still viable and for those who want more of a feeling of learning by doing, taking some extra time to voluntarily practice an actions before improving it can provide some fun.

Now I never intended this thread to be one for those who know they'll hate the new system to vent their feelings but I'm happy to provide a pressure valve.

 
...on the new progression system for A17. I find it quite a bit of fun. I also found the automatic skill system that progressed naturally with actions without need for spending points also fun. I would be happy if they returned to that system or if they remain with this one.

There is zero necessity to only play one way ...

I disagree with statements that playing less than perfectly optimally means you aren't really surviving. ... Playing without considering efficiency is still viable and for those who want more of a feeling of learning by doing...



Well done Roland!

 
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