If i remember right, the fun pimps told us they wanted to create more defined character classes in the new skill system.
However, i feel that they were actually more defined with the old system in alpha 16.
This is because of the removal of all progression skills.
Right now, in alpha 17, its all about exp and skill points, not about what you do.
For example, i could go hunting zombies for days, and then i become really good at bartering.
Another example: "After hours of mining, i can finally learn how to craft a bicycle!"
Thats how it is with the new skill-system. No skills are tied to what you actually do in the game.
When we had the progression skills, if you wanted to be good at traders, you actually had to do alot of trading, which makes sense.
If you do something alot, you should become better at it.
If i could change the system, i might do it something like this!
Add the following progression skills:
Marksmanship - For the marksmanship perks, increase level by using firearms and other ranged weapons.
Scavening - For the scavenging perks, increase level by looting and salvaging devices.
Strength - For melee combat perks, increase level by using melee weapons.
Mining - For the construction perks, increase level by mining and harvesting with tools.
Survival - For the survival perks, increase level by taking damage and harvesting plants and crops + Cooking food and crafting medical items.
Presence - For the influence perks, increase level by trading, completing quests and healing allies.
Craftmanship - For the craftmanship perks, increase level by crafting and upgrading.
Fitness - For the recovery and athletics perks, increase level by using stamina. (Like A16:s athletic-skill)
I haven't come up with any fitting progression skills for the stealth perks and a couple others.
The pack mule perk should move to the fitness or scavenging skill.
The physician and master chef perk should move to the survival skill.
With some balancing and tinkering, a system like this would have my liking very much!
Other ideas?
However, i feel that they were actually more defined with the old system in alpha 16.
This is because of the removal of all progression skills.
Right now, in alpha 17, its all about exp and skill points, not about what you do.
For example, i could go hunting zombies for days, and then i become really good at bartering.
Another example: "After hours of mining, i can finally learn how to craft a bicycle!"
Thats how it is with the new skill-system. No skills are tied to what you actually do in the game.
When we had the progression skills, if you wanted to be good at traders, you actually had to do alot of trading, which makes sense.
If you do something alot, you should become better at it.
If i could change the system, i might do it something like this!
Add the following progression skills:
Marksmanship - For the marksmanship perks, increase level by using firearms and other ranged weapons.
Scavening - For the scavenging perks, increase level by looting and salvaging devices.
Strength - For melee combat perks, increase level by using melee weapons.
Mining - For the construction perks, increase level by mining and harvesting with tools.
Survival - For the survival perks, increase level by taking damage and harvesting plants and crops + Cooking food and crafting medical items.
Presence - For the influence perks, increase level by trading, completing quests and healing allies.
Craftmanship - For the craftmanship perks, increase level by crafting and upgrading.
Fitness - For the recovery and athletics perks, increase level by using stamina. (Like A16:s athletic-skill)
I haven't come up with any fitting progression skills for the stealth perks and a couple others.
The pack mule perk should move to the fitness or scavenging skill.
The physician and master chef perk should move to the survival skill.
With some balancing and tinkering, a system like this would have my liking very much!
Other ideas?