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Why would I not just instruct my friend what to do? It's in the first 10 lines of the XML. A monkey could do it.
I'm asking because of the dozen threads that come out every week from noobs that don't understand that a higher XP multiplier means you'll encounter harder zombies and more of them, faster.
But seriously, yeah it could be added to the game / server option like the zombie run and all.
Also, by playing in super mega easy, you do not learn much...
Everyone plays multiple playthroughs if they put any amount of time into the game. It's likely they'll get a decent amount of levels, and then crank up the difficulty, or start a new game. 5 skill points is a stretch, but 2, or 3 gives people a little more choice, especially considering some of the attributes cost 2 points, it doesn't mean you need to crank out 3-5 levels just to get one more skill in a tree.
I would think adding more skill points per level wouldn't help the player learn the game but encourage them to rapidly spec poorly, ofc if that is really their problem.
In A17, I saved up to 10 skill points before determining what direction I needed to spec. In A18, I've gotten up to 3 before I decided where to spec.
Maybe the player likes to hear the "tada-da" of leveling up more often?
Only to spend that point right away (it's like being broke and live paycheck to paycheck).
I think it would be better if every odd or even level gave 2 or 3 skill points, or perhaps every 10 levels (being a milestone) added an extra point now and then. <<< If that is a bad idea then the real reason why player's spec wrong is because they are getting "paid" per level and cannot resist the urge to spend it wisely. They might not be able to spend it wisely because they cannot think ahead far enough to see where they need to spec properly ... :(
I think some player's have role-reversal problems. They determine their role first before ever taking into consideration their current situation (RNG throws a wrench into that). They want to spec in AGI only, but the game drops everything on their lap that doesn't compliment AGI, and that could cause them to spec wrong, perhaps?
Anyway ... If player's adjust their game settings then they should understand that "world order" could be in a chaotic state, so IMO, let them feel the pain ... :P
Seriously? This game is in ALPHA! The team needs new players, new purchasers! The best way to get those is for new players to invite their friends and family. Making 7 Days more user friendly in the early days of game ownership can only be a win/win. As the player progresses and matures in the game, they can change the difficulty as they wish and it's still a WIN for TFP and all of us! More purchases... more money for the developers... more great downloads for us!
Some people...
Your idea is a great one, OP. Thank you!
The problem I see with the current design is there are too many directions to go and choosing a weapon path is a huge investment since it locks you in. Also having the main attributes cost more at the higher levels make the investments even larger.
You can succeed in the game with just the perks of a single tree. And you can perform even better with some light synergistic spending in other trees...but...again, Does not require going past 5 in each tree.
In fact, for what are likely the most wanted skills, Miner 69er, Motherlode, and Lucky Looter, you can go 3 deep into the skill with just 3 in its primary attribute, and a fourth deep if you push it to 5 in the attribute; unlike a lot of other skills.
So it's a choice for the player..Do you specialize and reap the benefits of one tree, Or do you spread out and do a little of everything. Classic jack of all trades vs the master of one.
Though I very much agree with this, a new player won't understand the implications in the beginning. And, that's okay given that other games they play probably don't offer such options at all! Giving them this opportunity ensures that they will continue to play and ENJOY the experience as they grow in knowledge of the game.
No other game gives me this much control over what can and cannot be done. I don't believe for a moment that I'm the only person that feels this way, but I know how many games have died simply because the developers chose to only listen to the vocal minority leaving the quiet majority, the people who work for a living, take care of home and kids, and game to ENJOY the game, bloodied and disillusioned. I do NOT want this game to go in that direction. So far, it's beautifully done, balanced in such a way that even the most hardcore masochist out there can have fun as well as the old grandma ladies like me.