So use LBD where it makes sense and don't use it where it makes sense. Armor skill should be more like crafting skill anyway, your armor does not and should not magically get better just because you take damage.
Agree on the armor skill - damage mitigation via armor should reflect armor quality which should go down as the armor takes damage. However, I suspect the problems with 'use LBD where it makes sense' are not small. The biggest one that I see is 'what do you do when then don't make sense?' leading to the need for another 'system' to control those aspects and that system needing to be integrated with and complimentary to LBD. I would guess that the more 'systems' one has, the harder it is to balance them all and make changes where needed.
Anyway I also like LBD because it gets around all the problems of shared pool EXP, which I'm with everyone who hates LBD by equally hating the shared pool system and don't see why people love that!
Personally, both systems are the old '6 one way, a half dozen the other'. I'm getting to the same places, just by different routes. Thematically, I favor LBD, but no game I've played with that kind of system doesn't have glaring problems that get more and more apparent as I level.
Shared pool adds all sorts of annoyances like level gates, forcing you to increase your gamestage since gamestage is based upon common exp pool, and restricting your gameplay as such because it forces you to play combat specc if you want to have a reasonable chance to win especially on insane and single player.
Caveat - I play nomad or whatever default is, so that may be a big factor here. That said, we had level gates in A16 and I don't think we'll ever get around them. I've also never felt restricted by the shared xp pool. I have to make choices, but that's IMO the point of survival games. Being the best farmer ever and rushing to that goal might feed me, but the potatoes won't protect me from zombies.
Not to mention lack of immersion, but that's already been explained enough hopefully. Not to mention, LBD gives you a much less possibility to have "buyer's regret".
I understand why people find LBD more immersive, but I don't think it's a universal truth. I know it isn't for me. I pay less attention to leveling in A17 than I did in A16. I go about my daily tasks and then, at night, spend points where I need or want them. Whereas in a16, I'd go to spend points, realize I need more levels, in say construction, and then proceed to upgrade and repair POIs that I'd never use to get there. As for buyer's remorse, I think just adding a confirm choice option would stop that.
By that, I mean, with shared pool exp system you have opportunity to level up a skill you have never physically used. With that there is a danger it is a skill you may dislike. Too late... you bought it, no refunds. with LBD you can just use it, see if you like it, if not, don't bother leveling it. Hardly any time or skill pts wasted.
Disagree. Typically, with LBD you have to use a skill for quite a while to see enough improvement to make that determination. That's potentially quite a bit of time wasted and you cannot transfer those point elsewhere.
Final pro of LBD vs shared pool - if LBD is coded correctly (Noting that in some cases, it wasn't), you don't even notice the grind, every skill levels up at roughly the same pace, no "grind" necessary... just play the game. Of course the option of grind is always there if you really want something leveled up. The grind hurts, is felt so bad in A17 because you need soooo many zombie kills, sooo much mining, to level everything up. How is this less grindy than A16??
That's a pretty big if. The beginning levels in A16 flowed fairly smoothly with some odd outliers like armor damage. But then you have to fire off thousands of arrows to see a single point gain in archery. Could that be fixed? Maybe, but again I think you run into the problem of needing to internally balance each skill and THEN balance those skills in the game as whole. That's a pretty tall order and while it might be the most satisfying for the most players (assumption only here), there's no guarantee that the time required to make that and code is feasible.
I doubt either one is 'more' or 'less' grindy, it's just whether or not the route to get there matches the players wants.
Complaints of some things that "essential" being difficult to grind using A16 system IMO is not even much of a debate for a couple reasons
1.) in A17 there is plenty of "essential" skills being far worse to grind. Take INT for one. In A17 you MUST have int to craft anything, yet if you specialize in it, you are gimped in damage for a long time, especially on harder difficulties
I've played two SP games without taking INT at all. It's not essential, but it is more convenient and far less prone to being affected by RNG.
2.) Again, the complaints upon certain skills can be easily addressed in LBD. Example - I believe all guns leveled at the same pace per shot. Meaning some skills lagged behind, Pistol vs. SMG. Pistol doesn't fire as much, so the correct balance is to make it level more per shot. Same with rocket launchers. I downloaded an "Action skills" mod recently, and I balanced it this way and it seems so much more logical.
It might easy for this skill, or that skill, but again, all of that has to come together in the view of the game as a whole. If it becomes apparent that, despite the flow of an individual skill, you level faster by - shooting, crafting, [insert other thing here] - people will complain that they now have to spam [x] in order to properly level.
3.) In the end, it is far easier to max out many skills in A16 vs. in A17, especially when you consider how long it can take to level up in A17 at 100, 200+, you only get 1 skill point per level, and it can take upwards of 5 skill points to level something up ONCE. So I hardly see how A17 is easier. TO really drive home this point, even with how bad some of the skills in A16 were (armor) it is still probably faster to grind armor this way than it is with A17 system once you've reached high levels in A17 where you need hundreds of thousands of EXP to level ONCE. A17 "Feels" better than LBD early game because levels and skill points come fast, the pain is not fully realized until you reach high levels. It is really imbalanced because at that point, it could take several game days to get a single skill point, whereas it takes the same time to get a skill up in LBD, whether you're a new player or on day 100.--> Some were harder yes, and again we aren't debating that some were imbalanced (like armor), but done correctly, a LBD system should feel so much better.
I understand that people might think there is a 'perfect' LBD system out there, but again, it's the time required to reach that perfect balance that may not be feasible. I'd rather have a non-LBD system that can be tweaked and adjusted easily than LBD system that's constantly shifting and being reworked because making gun leveling 'sensible' has now also made it 'OP'. As we all know, none of us will agree on what that sensible is anyway. So, there's that to consider as well.
Anyway this debate is silly because several of us ALREADY addressed certain skills that you have complaints against like armor, and we're actually mostly in agreement with you on it.
The ONLY thing A17 has going for it is the ability to "cheese" and max a skill super early, but only one skill, maybe two. I'm betting alot of people seem to like A17 because you can cheese it by maxing combat super early. If anything that's pretty overpowered anyway, which is what virtually everyone does, so there is no variety with that system. They should put level gates on combat... and then we'll see how many people are praising A17 =P I am only half joking. They level gated stuff like INT after all... If level gates were removed from INT, then INT would actually have merit vs. combat speccs.
I don't feel the need to cheese it all and some of the changes Madmole talked about in another thread sound pretty exciting.
TL;DR - for me, if the attribute system & shared XP pool offer the devs the easiest method with their current staff and time to make changes and keep working on other aspects of the game, I'm okay with it.