Even when we have our super impenetrable fortress, we find ways to amuse ourselves... hell, you're a builder, you know.
Yessir. Was just wondering why you brought up the point of endgame. Because with any of the systems you have one laid out before you, or not?
Wouldn't you love to sit in on a few of these staff meetings?
I really want to know how these conversations go.
I support TFP, I like A17.... but this "new" system stopped being fun in 1990.
I don't know what they are thinking...
(...)
The way it looks to me:
They made a massive, complex, hard to balance game, reaching many different players and playstyles.
They realized they don't want to do the work of bringing all of that together, trying to please everyone. May even have reached a conclusion that it's impossible.
They decided to cut as many corners as they can to make their work easier. Result: The current (supposed) one-size-fits-all progression concept.
Too bad, it's not working too well (again). Too bad it's gonna eat even more time that could be used for adding content.
But yeah, this is not the thread for that topic.
It was mentioned they're not backing down on this new system generally speaking, so if books/schematics as a means to build your character skillset shall make a return, it has to be in line with that system.
So books unlocking specific perks could be a thing as alternative route to spending the points on them yourself.
The attributes would still gate their availability to be used (same like with weather/death debuffs) but as soon as attribute requirements are met they work.
This could actually become interesting.
Add books/schems as alternative way to get points directly into crafting related perks. Basically the magazines, but with permanent effect.
Add NPCs as trainers for combat skills, giving points directly into those perks for money/completeing missions. (Or just more books related to combat topics, if such NPCs are too much effort).
Slightly increase higher level attribute cost. Remove any level gates. Remove the level cap.