JoelleEmmily
Refugee
For some reason, the forum is restricting my character limit to 10,000, but not telling me why, which seems like an ongoing problem with the forum... ambiguous error messages, so I'm posting this in its own topic to not to spam the sticky thread of "How do you like A17 experimental NOW?"
I liked the progression system much more when it was based on your actions, like running improving your stamina, or crafting improving your... crafting. I do admit there were problems with spamming some categories to quickly increase your skill level... but isn't that what people do in real life? Practice something until they get good at it? I find this RPG style system... bothersome, and unrealistic, and the fact that some abilities are locked behind, as J.C. Channel would say, a level pay wall, is annoying.
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It also seems like Fun Pimps hasn't really decided if they're going to keep character level based handicaps in place, as over the updates, it's been removed and re-added and it's just, well, plain dumb. Obviously, if the devs think getting access to steal crafting too early in the game is too over powered, that's not a problem with the progression system, it's a problem with the overall design and the game's ability to keep up with the player and provide an ever increasing challenge. These "level paywalls" are a handicap, and seem designed to artificially force a player into a certain direction, because the devs don't know what else to do to challenge players who know what skills are most valuable.
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To me, in a perfect game, players would never need to use a skill tree, or spend hours looking for an RNG placed book to increase their abilities. In a perfect game, the game would track your choices, adjust your skill levels accordingly, both up and down, while adjusting the game's rubber-banding to force a player to become better and better at it's challenges. One game which comes to mind for this, is The Forest, in it, player attributes are increased by a combination of in game conditions, but will decay over time if those conditions aren't met. The Forest is not a perfect game, but I find that particular aspect very immersive.
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Also, zombies are still as dumb as nails... not in game nail which are rare, but real nails which are plentiful and superseded by screws. Channelling zombies onto a long platform with a 3 block gap between you and them, prevents them from attacking the platform, or you directly, and gives you time to pick them off with the games most basic weapon, while the height, lets you deal with cops and other ranged enemies. Combing this with a butt load of torches, creates the perfect level ramping system. Screamers spawn in due to the heat level generated by the torches, you let them summon other Zeds, you casually aim at them with a bow and arrow along the platform, you gain XP without ever risking yourself. Completely negating the level handicapping.
I liked the progression system much more when it was based on your actions, like running improving your stamina, or crafting improving your... crafting. I do admit there were problems with spamming some categories to quickly increase your skill level... but isn't that what people do in real life? Practice something until they get good at it? I find this RPG style system... bothersome, and unrealistic, and the fact that some abilities are locked behind, as J.C. Channel would say, a level pay wall, is annoying.
- - - Updated - - -
It also seems like Fun Pimps hasn't really decided if they're going to keep character level based handicaps in place, as over the updates, it's been removed and re-added and it's just, well, plain dumb. Obviously, if the devs think getting access to steal crafting too early in the game is too over powered, that's not a problem with the progression system, it's a problem with the overall design and the game's ability to keep up with the player and provide an ever increasing challenge. These "level paywalls" are a handicap, and seem designed to artificially force a player into a certain direction, because the devs don't know what else to do to challenge players who know what skills are most valuable.
- - - Updated - - -
To me, in a perfect game, players would never need to use a skill tree, or spend hours looking for an RNG placed book to increase their abilities. In a perfect game, the game would track your choices, adjust your skill levels accordingly, both up and down, while adjusting the game's rubber-banding to force a player to become better and better at it's challenges. One game which comes to mind for this, is The Forest, in it, player attributes are increased by a combination of in game conditions, but will decay over time if those conditions aren't met. The Forest is not a perfect game, but I find that particular aspect very immersive.
- - - Updated - - -
Also, zombies are still as dumb as nails... not in game nail which are rare, but real nails which are plentiful and superseded by screws. Channelling zombies onto a long platform with a 3 block gap between you and them, prevents them from attacking the platform, or you directly, and gives you time to pick them off with the games most basic weapon, while the height, lets you deal with cops and other ranged enemies. Combing this with a butt load of torches, creates the perfect level ramping system. Screamers spawn in due to the heat level generated by the torches, you let them summon other Zeds, you casually aim at them with a bow and arrow along the platform, you gain XP without ever risking yourself. Completely negating the level handicapping.