Pichii
Refugee
I dont remember where but i recall someone from TFP saying something akin to 'we attempted to make people specialize but it ended up being the oposite again'
I just wanted to talk a lil about what a possible solution could be for the perk system going into A19- without totally ditching the current system.
Lets talk Pros first.
With the forge adv bellows and fasting crafting based on INT perks, Cement is no longer a multi-hour process with few rewards.
Likewise, gunpowder and gas having larger, more efficent recipies definately improved what the game was about in the later levels.
Farming for the first time since I can remember seems close to 'balanced' with a few noteworthy exceptions I dont want to get into on this post (Candy a GREAT idea and should be expanded upon!)
Combat perks make me feel BEEFY with each point so I feel like the extra points needed are worth it.
-Cons-
You have to spend multiple points in every area to be a 'solo survivalist'
Multiple point costs dont make sense on certain 'effiecency' perks.
First aid is tied to yeah science! Which has a minimum INT req of 3-4?
So, my suggestion here is actually a simple one:
Add a "General" tab for skills in the perk lists.
In this tab should be:
All armors, all gardening/food perks, all bomb perks, all digestion perks and the basics of crafting (Benches/forge specifically), Miner 69er, Motherlode and basic healing supplies like bandage, first aid bandage and health kits.
Each of these perks should have no governing stat. Each one 'could' cost seperate perk costs, as the armor as an example keep its current perk point costs but lose the END raw stat requirements. -Can also increase perks needed for higher levels to balance out the lack of governing attribute.
whereas the food perks can cost 1-2pt ea.
This not only opens up the other perk trees for MORE perks (Nomnomnom) but also eases the burden of the system on the devs. No more having to try and force skills to go in weird places where they really dont fit or make sense from mechanics to logic.
I just wanted to talk a lil about what a possible solution could be for the perk system going into A19- without totally ditching the current system.
Lets talk Pros first.
With the forge adv bellows and fasting crafting based on INT perks, Cement is no longer a multi-hour process with few rewards.
Likewise, gunpowder and gas having larger, more efficent recipies definately improved what the game was about in the later levels.
Farming for the first time since I can remember seems close to 'balanced' with a few noteworthy exceptions I dont want to get into on this post (Candy a GREAT idea and should be expanded upon!)
Combat perks make me feel BEEFY with each point so I feel like the extra points needed are worth it.
-Cons-
You have to spend multiple points in every area to be a 'solo survivalist'
Multiple point costs dont make sense on certain 'effiecency' perks.
First aid is tied to yeah science! Which has a minimum INT req of 3-4?

So, my suggestion here is actually a simple one:
Add a "General" tab for skills in the perk lists.
In this tab should be:
All armors, all gardening/food perks, all bomb perks, all digestion perks and the basics of crafting (Benches/forge specifically), Miner 69er, Motherlode and basic healing supplies like bandage, first aid bandage and health kits.
Each of these perks should have no governing stat. Each one 'could' cost seperate perk costs, as the armor as an example keep its current perk point costs but lose the END raw stat requirements. -Can also increase perks needed for higher levels to balance out the lack of governing attribute.
whereas the food perks can cost 1-2pt ea.
This not only opens up the other perk trees for MORE perks (Nomnomnom) but also eases the burden of the system on the devs. No more having to try and force skills to go in weird places where they really dont fit or make sense from mechanics to logic.