![]() It truly bugs me how anyone can think of this as good game design, especially given how lackluster PvE combat is compared to other games. Of course zombies are an important part of the game, but how is it fun when the only reasonable thing to do to progress at a decent pace is farming zeds endlessly ? This would be less of a problem if all the knowledge in the game wasn't gated behind perks, since then, killing zombies would only make you tougher and a better farmer/zombie killer, but right now all the content is virtually locked behind zombie kills. I can't fathom why TFP thinks gating everything behind zombie kills is a good concept (and this comes from a guy who almost ONLY plays FPS games, so killing stuff is my thing). Every time I play with my friends we're like "so we got enough food and are ready for the night, what do we wanna unlock next ?" and the plan is always the same : run around trying to find zombies, wake up sleepers in cities, etc etc. My biggest gripe with experience is that after numerous builds, it's still only about killing zombies. You survive probably at a higher chance with a group of people. And nah, i would not give any bonus just because you're in a group. Recipes and stuff can be unlocked like "Heureka! I actually remember how i cuild build a very basic saw" You get the point.Įvery playstile is rewarding and equally (in this case a rather good thing) fair in progression, skills, perks and so on. When you craft tools, gadgets and stuff, you get science experience to discover new things. Again, the same as CXP but this time only for labor-stuff. Building a house, destroying blocks and so on. You get Labor Experience for building and destroying materials. You can spent CXP only for Combat-Skills. You get Combat Experience Poitns for, exactly, combat. ![]() An interesting idea i came up with would be like something like this: '7dtd' has currently nothing worthwile and i think they probably try out different stuff. If done correctly, the abuse can be reduced to a minimum, especially when you have a relative fair system. In most games they work just fine and there will always be the one specific player group abusing everything within a given system. Now we suddenly upgraded to level 4's filled with mods which I had bought on the trader on days 1-5 after running 1-2 quests/day.Įxperience Points are a hard topic for every single game. Yes, we already had iron tools that we looted but they were all level 1. That's just ridiculous.Ģ small POI's later (solo, no shared xp and I only went in those to get the zombie kills) I hit 20 and started making iron tools for the both of us. I went from 13 to 18 and he went from 15 to 20. We set up a zig zag maze filled with barbed wire so we could shoot the zombies from behind our wooden bars for the xp and we each got 5 levels. My friend and I did night 7 yesterday on the default 8 zombies per horde setting. If a 2 player group kills 1 regular zombie they should get 275xp each instead of 494. Why not properly share the XP between all players in the group (and in range) instead of giving bonus xp? You will never be able to balance SP and MP progression as long as shared xp works like this and you'll only punish the SP experience. If a regular zombie gives 550xp to 1 player, it should NOT give 494 xp each to 2 players sharing the xp. He mentioned that it was needed because people in multiplayer were getting to the "end game" by day 5.īut at the same time, the shared XP system in multiplayer creates 80% bonus xp out of thin air (for a 2 player group). I recently (yesterday or 2 days ago) saw Madmole react to a post about B238 or B240 and mention the reason for gating the forge, vehicles and workbench/weapons behind player levels again after they were briefly ungated (for like 2 days).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |