PC Perks System and Level Gates

Perks System and Level Gates

  • I prefer the new A17 perk system (points only)

    Votes: 0 0.0%
  • I prefer the old A16 perk/skill system (combination points/auto increase)

    Votes: 0 0.0%
  • I prefer a system that is completely "learn by doing"

    Votes: 0 0.0%
  • I prefer how wellness is advanced by spending points in Fortitude and Agility

    Votes: 0 0.0%
  • I prefer how wellness was advanced by eating food and using vitamins

    Votes: 0 0.0%
  • I prefer how level gates are implemented now

    Votes: 0 0.0%
  • I prefer adjusting the gates up to lower levels but keeping them

    Votes: 0 0.0%
  • I prefer no level gates at all.

    Votes: 0 0.0%
  • I prefer a lower cap on levels so that you cannot max out your character

    Votes: 0 0.0%
  • I prefer a high enough cap on levels so that you can max out your character.

    Votes: 0 0.0%

  • Total voters
    0
Traders in A16 were hopelessly broken. I had about 10000 in the first 4-5 days if I REALLY wanted an item they had. Thats why I meant abuse... they had every item you could want, therefor it lets you skip the levelgate completly. ;)
They just revamped the economy system to make it less broken and that will be in the next update.

My guess is that you will see it as more "player punishing"

 
They just revamped the economy system to make it less broken and that will be in the next update.
My guess is that you will see it as more "player punishing"
But... but... did they also increase your salary so that you are still able to afford a shamways sandwich at the trader?

Oooh, I have a friend who won't be pleased and I can't do anything but grin.

 
I guess I never learned how to properly exploit the trader, since I always felt by the time I had enough money for anything high end I didn't need to buy it anymore. I mean it still takes time to loot/harvest/craft/whatever stuff to sell to the trader. If I actually lucked out and got a good haul of diamonds/gold/silver from a buried treasure early on, the trader wouldn't have anything really good anyway. Typically I'd wind up only buying the truly important things: steel polish, gunpowder, nitrates, oil, brass and paper by midgame until endgame. This was A16 of course.

 
They just revamped the economy system to make it less broken and that will be in the next update.
My guess is that you will see it as more "player punishing"
In A17 its actually pretty nice. I'm on day 10 and still only have 5000 from 3 quests (+ 2000 already spent so 7k total)

And no. If there was no levelgating, I wouldn't see it as player punishment! But seeing as I cant LEVEL my bartering over like +20% for half an eternity... yea...

To clarify:

Traders beeing more expensive and giving less dukes makes sense! They are the end all be all and giving you thousands and thousands of dukes for silly stuff makes no sense.

What I was talking about was, that the trader gave you the opportunity to SKIP the stupid levelgating BS, which was nice.

So if levelgating is still in AND they make traders give you less coins it is definatly reducing my fun. Because traders are the only thing that can give me iron tools in the first week WITHOUT me farming zombies day in day out, which is super boring to me.

 
In A17 its actually pretty nice. I'm on day 10 and still only have 5000 from 3 quests (+ 2000 already spent so 7k total)
And no. If there was no levelgating, I wouldn't see it as player punishment! But seeing as I cant LEVEL my bartering over like +20% for half an eternity... yea...

To clarify:

Traders beeing more expensive and giving less dukes makes sense! They are the end all be all and giving you thousands and thousands of dukes for silly stuff makes no sense.

What I was talking about was, that the trader gave you the opportunity to SKIP the stupid levelgating BS, which was nice.

So if levelgating is still in AND they make traders give you less coins it is definatly reducing my fun. Because traders are the only thing that can give me iron tools in the first week WITHOUT me farming zombies day in day out, which is super boring to me.
Traders aren't letting you bypass levelgating anymore than looting, RNG giveth, RNG taketh away...

 
They just revamped the economy system to make it less broken and that will be in the next update.
My guess is that you will see it as more "player punishing"

Oh dear, does this mean I will need to pray harder to RNGesus to get tools early on?

 
They just revamped the economy system to make it less broken and that will be in the next update.
My guess is that you will see it as more "player punishing"
Crafts a new salty tear jar and waits patiently.

 
Those jars are too easy to craft. Nerf them Roland.
Nope. Salty Tear Jars shall remain ungated so that even those with a post count of 1 can continue to craft them.

But instead of being made of glass they are now just made of sand. The intermediate step seemed unnecessary....

 
I have a hybrid proposal:

Bring back the books with recipes.

Use the new xp gating system as a form of bad luck protection.

Folks might get lucky while exploring and find a book and learn something quickly. But players don't have to be discouraged if they don't find a book right away, because in time, the new XP system will give them the recipe eventually anyways.

- P

 
I think the A17 systems destroys the A16 system. A16 system was too cheesy and encouraged garbage like crafting/salvaging loops to cheese xp. Or as my one friend would do, just get an auger and dig pointless tunnels for easy speed leveling. Cheese with cheese sauce on top.

If you're playing a zombie survival game then, duh, you're going to need to kill zombies, and killing zombies should be where you get most of your xp, not from busting grass with your fist or crafting scores of clubs per day, or from chopping down trees, or for digging a subway with an auger. There is ZERO risk or challenge in the crafting or gathering grind - you do not deserve tons of xp for doing what is essentially nothing.

I'm fine with the gating. It's not that hard to level up in this game - just play and it happens. It's less of a gate and more of a mild speed bump.

It saddens me how many people are resistant to change. Why play early access games if you don't understand development, iteration, change, progress? Stick with released games and you'll be less unhappy. Maybe. Probably not.

My only problem with the A17 system is that you can't get steel until 60 but you can unlock a lot of stuff that requires steel well before that - which seems kinda wonky. That could be better organized/presented so you don't pick up things you can't use til 60.

IMO, people who just want to be superman and play the game likes it's a pertty minecraft variant should probably just go play minecraft (seriously, modded minecraft destroys all others when it comes to purely crafting/building/and being ridiculously powerful with low/no risks).

 
I prefer how level gates are implemented now
28 Votes

The fun Pimp team is that large ?

:02.47-tranquillity:

I liked A15 and A16 more than the currnt A17.

BUT

Besides the far to weak startchar and far to strong endgame char, The current balance is not that bad.

No really big exploits.

Make stage 5 of most skills level 200 but give 15 additional startpoints and it should be fine

 
Last edited by a moderator:
Nope. Salty Tear Jars shall remain ungated so that even those with a post count of 1 can continue to craft them.
But instead of being made of glass they are now just made of sand. The intermediate step seemed unnecessary....
#bringbackglass

 
I think the A17 systems destroys the A16 system. A16 system was too cheesy and encouraged garbage like crafting/salvaging loops to cheese xp. Or as my one friend would do, just get an auger and dig pointless tunnels for easy speed leveling. Cheese with cheese sauce on top.
If you're playing a zombie survival game then, duh, you're going to need to kill zombies, and killing zombies should be where you get most of your xp, not from busting grass with your fist or crafting scores of clubs per day, or from chopping down trees, or for digging a subway with an auger. There is ZERO risk or challenge in the crafting or gathering grind - you do not deserve tons of xp for doing what is essentially nothing.

I'm fine with the gating. It's not that hard to level up in this game - just play and it happens. It's less of a gate and more of a mild speed bump.

It saddens me how many people are resistant to change. Why play early access games if you don't understand development, iteration, change, progress? Stick with released games and you'll be less unhappy. Maybe. Probably not.

IMO, people who just want to be superman and play the game likes it's a pertty minecraft variant should probably just go play minecraft (seriously, modded minecraft destroys all others when it comes to purely crafting/building/and being ridiculously powerful with low/no risks).
I get it buddy, you're all sold on the new version and everyone who isn't is resistant to change. How can I even counter that argument, it's so perfect ?

Oh, let me try, point by point.

About A16's chain crafting. First of all, I've never done it. I can understand it breaks PvP servers, but I only play with buddies of mine, and we never cheesed. So while A17 fixes this, it doesn't fix anything for me, and probably doesn't fix anything for a lot of other people. Just because there's a way to ruin the leveling phase doesn't mean you have to use it, right ? What about if your friend actually didn't auger sand blocks for easy levels and played the game instead ? And there would probably have been a dozen ways to actually nerf chain-crafting without totally removing exp gain by practice... level gating just happened to be the one being chosen, and we're discussing the fact it might not have been the best. Oh by the way, we should probably remove god mode because it totally breaks the game since you can fly and spawn any item day 1. /s

Regarding your second paragraph... subjective, and to each their own. I'd rather gain EXP in mining skills while mining than while killing zombies because... it makes sense, you know ? Obviously killing zombies is a part of the game, but should it be the allmighty way to level up ? I don't think so.

As far as the gating goes... no, it isn't "hard". Yes, "i'll eventually get there". But it's boring and has a static pace, and THAT is what we are criticizing. In every playthrough i'll ever play, i'll have a forge level 20, Steel level 60, and so on. No more randomness, no more early game made easier by a lucky book find, no more mid game scavenging like a madman because I can't find the minibike book. Everything is unlocked, in every game, at the exact same time in my character's progression. Can I decide not to unlock the forge by level 20 but wait 'til level 25 "to change it up" ? Sure, but there's still no randomness, only pure choice and planification. And well, to put it bluntly... 7dtd character's progression isn't exactly what is making the game stand out in comparison to other games. What was really different is how looting random containers was affecting your character's progression in a totally different way with each new playthrough.

For the last two sentences... what can I even say. Thinking everybody that is against the level gating solely rejects the concept because he wants to be a powerhouse day 1 is... too easy and almost insulting. If anything I love the fact that I feel like a caveman longer than in previous Alpha's. What I dislike is knowing exactly when i'm gonna advance to the next "stage" of the game because that allmighty level cap is reached (be it 20, 30, 40 or 60).

Please get off your high horse thinking everybody who doesn't agree has a simplistic way of thinking and can't or just won't adapt. If anything I think you're the one not fully grasping all that is induced by static level gating, don't turn this around and act like we don't want it because we don't want the game to change. I want it to change, but for the better, and right now I don't feel it has in all the aspects previously mentioned.

 
....If you're playing a zombie survival game then, duh, you're going to need to kill zombies, and killing zombies should be where you get most of your xp, ... There is ZERO risk or challenge in the crafting or gathering grind -
Or by killing zombies

7426E116715E70C78455E6C8916335C6A25156EB


(before we have that discussion here again, no need for a molotov)

Btw Mining killed me 4 times, thats arround 50% of my deaths, i died until now, cant rememer a death by a zombie

 
Last edited by a moderator:
I think the A17 systems destroys the A16 system. A16 system was too cheesy and encouraged garbage like crafting/salvaging loops to cheese xp. Or as my one friend would do, just get an auger and dig pointless tunnels for easy speed leveling. Cheese with cheese sauce on top.
If you're playing a zombie survival game then, duh, you're going to need to kill zombies, and killing zombies should be where you get most of your xp, not from busting grass with your fist or crafting scores of clubs per day, or from chopping down trees, or for digging a subway with an auger. There is ZERO risk or challenge in the crafting or gathering grind - you do not deserve tons of xp for doing what is essentially nothing.

I'm fine with the gating. It's not that hard to level up in this game - just play and it happens. It's less of a gate and more of a mild speed bump.

It saddens me how many people are resistant to change. Why play early access games if you don't understand development, iteration, change, progress? Stick with released games and you'll be less unhappy. Maybe. Probably not.

My only problem with the A17 system is that you can't get steel until 60 but you can unlock a lot of stuff that requires steel well before that - which seems kinda wonky. That could be better organized/presented so you don't pick up things you can't use til 60.

IMO, people who just want to be superman and play the game likes it's a pertty minecraft variant should probably just go play minecraft (seriously, modded minecraft destroys all others when it comes to purely crafting/building/and being ridiculously powerful with low/no risks).
I don't think the old system was fully realised and could have been improved to a point where most where happy. Pretty sure I still had more choice in how I gained xp though. I am sure that even when they tweak the xp gains, there will always be one way above all to gain xp faster. Good luck to them trying to balance that.

So I should have to kill zombies to gain xp to become better at mining? Cooking? Everything currently? Didn't you only get better at the thing you were doing in a16?

If you are trying to survive in a world full of zombies, you don't go out and do the one thing that is likely to get you killed. The problem isn't with having to kill zombies, its with it being the only way to level up. Once they adjust the xp gains for stuff maybe its not gonna be much of issue. Wheres the risk in killing zombies in a17? You die and get a boring debuff to some attributes and thats it? Previously you lost wellness and had to work to gain it back. You were forced to learn and change how you play if you died constantly otherwise you are stuck on low wellness and died very easy.

The reason I am against this new perk system is purely because it doesn't add or improve the gameplay at all, it has removed more than its added. No more joy in finding that schematic, that working forge in a house. Instead of listening to all these people who want things unlocked in a specific time frame, why not just add more interesting and fun ways to get those things? Where is the fun in knowing you're guaranteed to get the things you need? There is no survival when everything is planned out for you and a perk removes all the risk (see Parkour and all recovery perks)

Always thought steel was far to easy to make, should take longer to produce, require coal and anything you make with it should take longer. No level gate required at all.

 
They just revamped the economy system to make it less broken and that will be in the next update.
My guess is that you will see it as more "player punishing"
Big talk. My trader has had very little I want. There's no where to go but up lol.

Also what's with the obsession for devs to make changes that "punish" players? Dont you want your players to have fun? 🤔

 
Big talk. My trader has had very little I want. There's no where to go but up lol.
Also what's with the obsession for devs to make changes that "punish" players? Dont you want your players to have fun? 🤔
Please dont sink down to rolands level kage, its bad enough that the game DOES currently punish one playstyle choice over another without the moderators and now you making light of it.

 
Back
Top