Maxwar
Refugee
The a17 perk and level gate system seems to be getting a lot hate on the forums. I am one of those who likes it. I think it is much better than what we had before. It may not be perfect yet but I feel it is a significant improvement. I will try to explain why.
1.Learn by doing and cheese tactics. ( edit : as some readers pointed out, I might have mixed some elements of a15 with a16 here, my apologies about that. Been I while since I played A16. )
Back in a16 i would start every games by spam crafting hundreds of wood clubs and stone axes to power level my crafting skills. This is silly and not fun. It also screwed up game progression as you could literally skip phases of the game and get to craft strong items right off the bat ( see point 2 ) - Me and my buddy would also do other kind of stupid things like hit each other repeatedly to buff our armor skills. Im glad I don't feel compelled to do those things anymore.
2.Better controlled player progression
To me 7dtd has always been a game about the challenge of surviving. I like the game to be difficult and I like that the difficulty is not easily overcome by the player progression. In other words, I want the game to still be challenging even in late game. It was rather easy to quickly overcome the game in previous versions. It was somewhat challenging in the beginning but then you took over and the game got easier. In a17 this does not happen as much and one of the reason is how the level gate system works. Instead of beelining key skills to cheese the game, you have to ''suffer through'' more primitive game stages. Finding or crafting that first fireaxe feels so much better now that you have to suffer through using a stone axe for a week or more.
3. The risk/reward dynamics of building Vs looting and fighting.
I really enjoy this aspect of a17 and it is caused not only by the level gate system but also by the fact that most XP comes from fighting. You get to choose how you spend your days in the game. This is especially relevant in early game as you are starting from scratch.
a) If you power level by constantly clubbing hordes in early game you get to have those nice perks and tech unlocks quickly but it also ups the game stage and the difficulty of the attacks on your base. Since you spent so much time fighting maybe you neglected your base and you might have a tough time when it is attacked. #risk/reward
b) If you choose to concentrate on looting, you have a chance to find some game changing items early on. It is also often helpful by allowing you to explore and locating strategic locations and food supplies. This could greatly help you in your playthrough but if you get unlucky and don't find anything of significant value then you are left weakened and it might have been more worthwhile to spend your time elsewhere. Looting, especially early on also means taking a bit more risk as you might need to fight through buildings and expose yourself to deadly animals. Furthermore, looting usually means a lot of killing which does tend to boost your gamestage.( see previous point) #risk/reward
c) Harvesting/building. You will not get much XP by doing this but you will have a stronger base by days 7 most of the times. Also, by keeping your level low, you can keep the gamestage lower which can help you get less deadly hordes. However you will have to suffer through being weak and under-equipped for longer and it might have been more efficient to loot a little and find better tools, or find stuff to sell to buy them. Allowing you to harvest and build faster. #risk/reward.
In the end you want to balance those things out and optimize them. Don't neglect your base. Loot strategically. Don't over level too quickly. Level purposely for key perks instead of just perking up as fast as you can. I find the game more engaging thanks to this new dynamic. In a16 playing was often a lot more straightforward and I find it was generally much more efficient to just camp and build up early on. You could do a lot with crafting alone. This would probably be the same in a17 if we made the XP gains from harvesting and building on par with fighting. Then the builder camper approach would become a lot more desirable, removing a lot of interesting decision making from the game and making it, imho, more boring.
I am aware that this system might be disappointing for people playing in a team where players specialize. Sucks if your builder guy is XP starved because their favourite part of the game is working on the base. Personally I have not experienced this so much as we all do a bit of everything when I play with friends.
4. Skill unlocks Vs Hunting for schematics.
I was not a very big fan of the schematic hunting in A16. It was still ok and it gave you a motivation to go out and loot, which was fun. But sometimes the RNG would screw you up by never giving you some very important schematics despite you hunting for them for weeks, ending up in player frustration. With the level gating, you know when things will become available to you. But you still have to make choices as to what you want first. I prefer the game to be about choices and planning rather than dumb luck.
Those are the main points I wanted to talk about. I think A17 is very engaging and I like the direction the game has taken overall.
1.Learn by doing and cheese tactics. ( edit : as some readers pointed out, I might have mixed some elements of a15 with a16 here, my apologies about that. Been I while since I played A16. )
Back in a16 i would start every games by spam crafting hundreds of wood clubs and stone axes to power level my crafting skills. This is silly and not fun. It also screwed up game progression as you could literally skip phases of the game and get to craft strong items right off the bat ( see point 2 ) - Me and my buddy would also do other kind of stupid things like hit each other repeatedly to buff our armor skills. Im glad I don't feel compelled to do those things anymore.
2.Better controlled player progression
To me 7dtd has always been a game about the challenge of surviving. I like the game to be difficult and I like that the difficulty is not easily overcome by the player progression. In other words, I want the game to still be challenging even in late game. It was rather easy to quickly overcome the game in previous versions. It was somewhat challenging in the beginning but then you took over and the game got easier. In a17 this does not happen as much and one of the reason is how the level gate system works. Instead of beelining key skills to cheese the game, you have to ''suffer through'' more primitive game stages. Finding or crafting that first fireaxe feels so much better now that you have to suffer through using a stone axe for a week or more.
3. The risk/reward dynamics of building Vs looting and fighting.
I really enjoy this aspect of a17 and it is caused not only by the level gate system but also by the fact that most XP comes from fighting. You get to choose how you spend your days in the game. This is especially relevant in early game as you are starting from scratch.
a) If you power level by constantly clubbing hordes in early game you get to have those nice perks and tech unlocks quickly but it also ups the game stage and the difficulty of the attacks on your base. Since you spent so much time fighting maybe you neglected your base and you might have a tough time when it is attacked. #risk/reward
b) If you choose to concentrate on looting, you have a chance to find some game changing items early on. It is also often helpful by allowing you to explore and locating strategic locations and food supplies. This could greatly help you in your playthrough but if you get unlucky and don't find anything of significant value then you are left weakened and it might have been more worthwhile to spend your time elsewhere. Looting, especially early on also means taking a bit more risk as you might need to fight through buildings and expose yourself to deadly animals. Furthermore, looting usually means a lot of killing which does tend to boost your gamestage.( see previous point) #risk/reward
c) Harvesting/building. You will not get much XP by doing this but you will have a stronger base by days 7 most of the times. Also, by keeping your level low, you can keep the gamestage lower which can help you get less deadly hordes. However you will have to suffer through being weak and under-equipped for longer and it might have been more efficient to loot a little and find better tools, or find stuff to sell to buy them. Allowing you to harvest and build faster. #risk/reward.
In the end you want to balance those things out and optimize them. Don't neglect your base. Loot strategically. Don't over level too quickly. Level purposely for key perks instead of just perking up as fast as you can. I find the game more engaging thanks to this new dynamic. In a16 playing was often a lot more straightforward and I find it was generally much more efficient to just camp and build up early on. You could do a lot with crafting alone. This would probably be the same in a17 if we made the XP gains from harvesting and building on par with fighting. Then the builder camper approach would become a lot more desirable, removing a lot of interesting decision making from the game and making it, imho, more boring.
I am aware that this system might be disappointing for people playing in a team where players specialize. Sucks if your builder guy is XP starved because their favourite part of the game is working on the base. Personally I have not experienced this so much as we all do a bit of everything when I play with friends.
4. Skill unlocks Vs Hunting for schematics.
I was not a very big fan of the schematic hunting in A16. It was still ok and it gave you a motivation to go out and loot, which was fun. But sometimes the RNG would screw you up by never giving you some very important schematics despite you hunting for them for weeks, ending up in player frustration. With the level gating, you know when things will become available to you. But you still have to make choices as to what you want first. I prefer the game to be about choices and planning rather than dumb luck.
Those are the main points I wanted to talk about. I think A17 is very engaging and I like the direction the game has taken overall.
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