That is a common defense of LBD AND if there were good examples of this then you might have a point though there are other problems. However, I have never seen a game that has been able to actually achieve this and there are some significant behemoths that have tried. Morrowind used this type of system in multiple games - it was a toxic dumpster of a system in all of them. Fallout uses a perk system - FAR superior to the silly crap you find in Morrowind. Even the mountains of mods never really fixed the level system in Morrowind.But what if there were no silly and pointless activities involved? This arguments "always" comes up when the issue is discussed, the removable flaws this game's LBD-mechanic had.
At the same time, killing countless zombies to farm xp can be understood as pointless too, so what about that?
Many, many many reasons. The general one that you ruin into immediately in any LBD system is that there are things you want to level that are counter intuitive to do so. the classic example here is armor skills. It is NOT preferable to get hit but it is preferable to gain resistance. There are MANY skills this falls into - jumping, running, crafting etc.Yeah, you can do whatever you want and still get any skill. That really is an advantage of perks. But what I don't quite understand about this angle is, why would you play so-and-so, for example not use a bladed weapon, and still level up the bladed weapon with other activities? Would it be in any way unorganic to use the bladed weapon, that you want to improve with a perk, but improve it by using it?
Any other example applies: If you want to be good at X, you want to do X, so why would you not want to do X to get better at X, and instead feel it's more organic to do Y instead?
I certainly did not say anything about abusing the system. I addressed the issue of how the game guides players actions and how that, IMHO, improves or damages the gaming experience.So, the only argument that I have heard so far was "I felt forced to abuse the system". And that, in my book, is not a reason to remove the system. That is the reason to balance it better.
I mean ... I really hate the idea of "builds" in this type of game. What is this, Path of Exile? Why do I need to invest in strength to cook better food? Why am I forced to learn that pistols and rifles are governed by different "attributes" and I need to grind different perks? Why can't I just play the damn game?
What was already said in this thread is my point exactly - this is the type of game that is made to be LBD.
I admit it's a valid reason for a perk-system - and obviously there have to be such reasons, given how popular perk-systems are - that you want to be able to improve anything without being forced to actually do that thing first. But I must disagree that this is in any way "organic", if by "organic" we mean natural, realistic, reasonable and such. Organic is when you actually have to practise to get better at an activity.snip
Ok. Good then. But I still think that getting to the highest levels was taking unreasonably long, so I too were - moderately - spamcrafting some of the skills.Spamcrafting was no longer a problem in Alpha 16 as far as I remember. The more you made of the same the less XP you got.
Builds might even work, but the design of the perk system makes it.. difficult? Why is there not simply a discrete perk-tree for the different weapons? You have to invest into the main-skill first, which is costly, and then it makes a lot of sense to buy perks from that tree - as they are cheap. Besides that, sometimes you need a pistol. Sometimes you need a shotgun. Sometimes you need a sniper. Sometimes you need melee. It's not like Skyrim, where you can create these very different builds, that still work on their own. In 7dtd, you sorta need all the skills, with a few exeptions, such as that you don't necessarily need bladed and blunt and heavy weapons, you could go one path.So, the only argument that I have heard so far was "I felt forced to abuse the system". And that, in my book, is not a reason to remove the system. That is the reason to balance it better.
I mean ... I really hate the idea of "builds" in this type of game. What is this, Path of Exile? Why do I need to invest in strength to cook better food? Why am I forced to learn that pistols and rifles are governed by different "attributes" and I need to grind different perks? Why can't I just play the damn game?
What was already said in this thread is my point exactly - this is the type of game that is made to be LBD.
We get you hate LBD, but "toxic dumpster" is a strong phrase. I'm the first to point out that leveling in Elder Scrolls games is flawed - see second post - but despite that for a lot of us they're what made us fall in love with LBD. The flaws are more than made up with the fact they disincentivize power-gaming behaviour like optimized builds...That is a common defense of LBD AND if there were good examples of this then you might have a point though there are other problems. However, I have never seen a game that has been able to actually achieve this and there are some significant behemoths that have tried. Morrowind used this type of system in multiple games - it was a toxic dumpster of a system in all of them. Fallout uses a perk system - FAR superior to the silly crap you find in Morrowind.
Not quite. It was the only viable option if you wanted to level armor or medicine rapidly. If you just played and let your armor and medicine increase slowly as you normally took hits then you could still level up those skills-- just very slowly (especially if you were good and were rarely hit).Also if you wanted to level armor or Medicine, the only viable option was to jump on cactus and heal yourself over and over.
Incorrect. It is intrinsic in the system itself. XP is the same thing as loot - it is something that the player is striving to attain in the world created by the game makers. It is an incentive.Nothing to do with LBD itself. This system would do the same if they hadn't taken the time to balance it.
No, organic is not practising to get better - REALISTIC is practicing to get better and realism is a silly metric in game design. Organic is playing in a natural manner rather than one thaqt feels artificial. It is artificial to structure your actions around a system that is not in agreement with other core structures of the game a la avoid getting hit/get hit on purpose. Those are counter to each other.I admit it's a valid reason for a perk-system - and obviously there have to be such reasons, given how popular perk-systems are - that you want to be able to improve anything without being forced to actually do that thing first. But I must disagree that this is in any way "organic", if by "organic" we mean natural, realistic, reasonable and such. Organic is when you actually have to practise to get better at an activity.
You are not 'suddenly' good with the bat. You had to work your ass of for the points to invest there. You had to make a MEANINGFUL choice to invest your points in bats instead of something else. What makes that less of an achievement? Nothing at all.Do you, on the other hand, understand why LBD-advocates prefer that system? Your bat-sledgehammer is a good example: I need to build up my skills with a sledgehammer, if that's my first weapon. I mean, I actually don't even, but let's say I earn a bunch of xp by killing zombies with the sledge and put the points into a sledge-improvement perk. So here I am working on something, I go from weak to strong. If I use the sledge to improve my bat-skills - I'm not going from weak to strong anymore. I'm actually going nowhere, I'm just grinding. I kill more zombies, and then I'm "suddenly" good with the bat. It's not an achievement anymore to get good with the bat.
It is absolutely more difficult. In fact, my contention is that it is IMPOSSIBLE. You have to simply accept the downsides if you enjoy the idea of practicing skills individually rather than overall progression.I also believe that designing a good LBD system is much more difficult than designing a perk system. Again, your sledgehammer-baseball bat example is a good one, because it is indeed unrealistic that, after killing 1000 zombies with a sledgehammer, you would handle a baseball bat like you never swung a weapon before. A simple method to design this is putting the sledge and the bat in the same skill; you gotta look where it makes sense to group skils.
Making the system complex does not address the underlying problem. I would point to other games with much higher budgets, far larger teams and greater resources that were unable to address the underlying problems in an open world system.l LBD will work in a game that is FAR more controlled in your actions but it just does not play well with a game like this one - a conclusion that the devs clearly came to even though they are VERY inclined to go with LBD. MM is clearly quite enamored with Bethsada.More sophisticated designs are possible, for example could you have basic strengths "skills", for different (actual) muscle-groups. If you swing a hammer, you increase your right-arm-strength, that will also bleed into any other activitiy that uses your right arm. So you would already get better at swinging any one-handed-melee weapon. Swinging an axe increases boths arms' strength, making you better at swinging a sledgehammer. But still you would need certain training on top with the individual tool or melee weapon to really max it out.
I said it was a toxic dumpster because the is exactly what it is.We get you hate LBD, but "toxic dumpster" is a strong phrase. I'm the first to point out that leveling in Elder Scrolls games is flawed - see second post - but despite that for a lot of us they're what made us fall in love with LBD. The flaws are more than made up with the fact they disincentivize power-gaming behaviour like optimized builds...
Nah, it's not that hard to balance and a couple of mods is all it took. Bethesda didn't want to make it perfectly balanced in the first place -- a lot of people did enjoy the grind.Incorrect. It is intrinsic in the system itself. XP is the same thing as loot - it is something that the player is striving to attain in the world created by the game makers. It is an incentive.
LBD in its very nature is incentivising you into completing tasks just like loot is incentivising you to open that container. Everyone constantly tries to demand it is a balancing problem yet even behemoths like Bethsada were utterly incapable of accomplishing. It is not a balancing problem, it is an intrinsic problem of LBD in an open world environment.
No Roland, the system is not just the system. Its entire existence is to incentivize and guide the player into actions that are enjoyable through challenge and reward. The problem is not that it is being abused but that it incentivizes silly actions weather or not you are abusing the system. You COULD ignore the fact that you are pretty good and do not get hit so your armor skill is trash but then you are ignoring the rewards purposefully. You can, of course, do this and it will likely lead to a better experience but that directly means the system is NOT working properly - you are not being incetivized to utilize it.Not quite. It was the only viable option if you wanted to level armor or medicine rapidly. If you just played and let your armor and medicine increase slowly as you normally took hits then you could still level up those skills-- just very slowly (especially if you were good and were rarely hit).
The system is just a system. The problem is people who take whatever system is in place and abuse it in order to speed run through the game. You can play organically under either system and it feels very natural. The feeling of unnatural comes when you want to level up faster than playing organically allows. For people who want to power grind a single activity in order to level quickly LBD is the clear superior choice because you have a variety of things to do in order to level stuff up. In the current system you simply find whatever the one most efficient activity yields the most xp which could be killing zombies or mining or upgrading blocks depending on the current balance. So it is more boring to power level because you are only going to choose the best most efficient activity to grind and with the current system every time you play it will be that one activity.
Personally, I find character leveling to be a peripheral feature and not really as interesting as setting objectives and achieving them in the world. So when I'm playing I am doing what is enjoyable and what advances my goals and my goals are never "Today I will level up my character". That thinking takes me out of the world I am playing in. I have goals in mining, building, clearing a POI, finishing a quest, exploring, etc. When it was LBD I did those things as well and since it was a hybrid system I would spend points to up my skills if I wanted them higher faster which of course was like nails on a chalkboard to all the efficiency players who claimed you should never spend points on skills-- just take a day or two and grind them up and save your points for the non LBD perks. These days I still play exactly the same way. I see absolutely no loss of freedom and no forced gating to make me go one way or another. But again that is because I do my goals which involve a plethora of activities and my points I earn feel like a representation of all my experience. I usually wait until I have a few points to spend at once and then I do it in those areas I want to improve and it is fun.
I think that either system works fine if you truly are playing at a natural pace and your focus is on game world objectives rather than meta objectives like leveling up. I enjoyed the old system and I enjoy the new system. The one big advantage that the new system has is that it is here to stay and the old system is gone forever other than what modders can do to bring it back. My own modded system is also fun and has its own flavor for character progression. It was more important in A17 than it is now since I find A18 much better balanced on xp awarding than A17 was.
True - crete upgrading still needs a little love though. Last time I downed a lernin lixer before upgrading a new section of my base (rebar frames) and I walked away with something like 200k xp.It was more important in A17 than it is now since I find A18 much better balanced on xp awarding than A17 was.
If the point is to ignore it and play normally anyway then that means the system itself needs to be removed or replaced - it is not working.
Well, this explains why you don't enjoy LBD. IMO the exact opposite is true: if you're not ignoring the leveling system (by and large), that's the indication that it's broken. To wit, the major flaw with the MW/OB leveling system - according to many of us who don't hate it anyway - was that you couldn't ignore it due to the imbalanced skill-attribute correlation.If the point is to ignore it and play normally anyway then that means the system itself needs to be removed or replaced - it is not working.
You continously base your dislike of LBD on a few obvious flaws the system had, particularly the armor skill. What if these would've been fixed and you would not have to do silly things like that?No, organic is not practising to get better - REALISTIC is practicing to get better and realism is a silly metric in game design. Organic is playing in a natural manner rather than one thaqt feels artificial. It is artificial to structure your actions around a system that is not in agreement with other core structures of the game a la avoid getting hit/get hit on purpose. Those are counter to each other.
Something, though: You only have to get good with the sledgehammer and then you can just let the sledgehammer skill do all the work for you. Yes, you still work, but you're not weak anymore. With lbd, you start out weak in every skill, and it becomes mor obvious when you compare skills that don't overlap. Say you would loot like a madman and get xp that way. Then you invest them in your sledge-skill and only start killing zombies when that one is leveled up. You were never weak against zombies. You never were bad a using the sledge. You opened a bunch of containers and suddenly you're an expert in using the sledge.You are not 'suddenly' good with the bat. You had to work your ass of for the points to invest there. You had to make a MEANINGFUL choice to invest your points in bats instead of something else. What makes that less of an achievement? Nothing at all.
Hugging cacti again? That isn't your actual issue, I think. Your actual issue is that you want to be able to avoid activities you dislike until you improved your corresponding skills enough with points you earned doing activities you like. Is that right?It is absolutely more difficult. In fact, my contention is that it is IMPOSSIBLE. You have to simply accept the downsides if you enjoy the idea of practicing skills individually rather than overall progression.
The problem comes in those skills that are not in common use but very useful to have. Balancing those for organic play leads to massive holes that can be exploited. Balancing those to close those holes means they level really slowly so people end up hugging cacti. There is no place where those two extremes meet that is well balanced.
I don't think that it's a matter of budget. 1 person can design a good system. And I also don't think the system needs to be complex. I find the perk system pretty complex, particularly from the player's perspective. You sorta have to study it to make conscious decisions. In LBD, you do what you wanna do and just improve.Making the system complex does not address the underlying problem. I would point to other games with much higher budgets, far larger teams and greater resources that were unable to address the underlying problems in an open world system.l LBD will work in a game that is FAR more controlled in your actions but it just does not play well with a game like this one - a conclusion that the devs clearly came to even though they are VERY inclined to go with LBD. MM is clearly quite enamored with Bethsada.
This. With LBD, you don't need to learn any artificial perk or skill tree to know how to get better at something. You just do it. And you are never asked to live with terrible dependencies, like you need to get stronger to cook better meals.Well, this explains why you don't enjoy LBD. IMO the exact opposite is true: if you're not ignoring the leveling system (by and large), that's the indication that it's broken. To wit, the major flaw with the MW/OB leveling system - according to many of us who don't hate it anyway - was that you couldn't ignore it due to the imbalanced skill-attribute correlation.
I agree with some of what you posted and even liked it. What I don’t really agree with is the idea that one system or another is better or worse for “this type” of game. This game existed and grew popular for years without any kind of character development system.From an organic growth and realism angle, LBD is definitely better. The simple fact is that you get better at something by doing it. Yes, this can lead to absurd conclusions when you try to grind a skill in a hurry (like hugging a cactus to gain Armor skill) but it still has a fundamental logic behind it - In real life if you want to learn where the weaknesses in your armor are you have to have something hit it, and if you want to become an expert at making something you have to make it a LOT. Video games will always simplify and tone down the complexity inherent in such a thing, and this can lead to very strange and unrealistic optimal strategies, but that's video games for you. They can't be perfect, and at some point you just have to be willing to overlook things.
That said, from a video game angle, the perk system makes a lot more sense. While it's completely ridiculous that you can become a master sniper without ever picking up a ranged weapon or learn to cook by mining iron, which a perk system allows, the chief benefit of a perk system is that it's much easier to balance and design. You don't need to track a whole lot of variables, you don't need to balance skill gains from multiple sources, you don't need to worry about some skills being harder to raise because they're not used as much. You just need to make sure the perks are balanced. The trade-off to this is you have to accept that it is inherently video-gamey and will never be realistic or resemble anything in the same ballpark as common sense.
I personally preferred LBD, but the perk system isn't the worst thing in the world, and I'd argue it fits the current direction of the game better. The game's changed from trying to be a more serious survival sim in the fashion of Day Z, where LBD would make a lot more sense, to more of an action-oriented game in the fashion of Fallout 4, so the shift from LBD to a perk system makes a lot of sense. That doesn't mean the current perk system is ideal (I still hate the 'stat' dependencies because of how blatantly shoehorned and artificial they are, and my inner crafter hates not being able to craft a lot of things at Tier 6 because they're all behind different perks) but the idea of a perk system makes sense when you look at the game as it stands today.