7 Days to Die

7 Days to Die

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Add a "skill points per level" option.
I want to preface this by saying i dont need this option. You can easily change 1 number in the XML, and set the skill points per level to whatever you want.

I'm suggesting this because I'm seeing thread after thread created by noobs, playing with a high XP multiplier, getting absolutely wrecked because their game stage is way too high for what they've looted and built.

They have too much XP, and too little actual experience.

Allowing these people to just get 2-5 skill points per level, would let them actually learn how the game works, and how to spec properly, instead of them getting assloads of XP, and then poorly spending their points, so they have a high game stage but garbage skills.
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Showing 1-12 of 12 comments
Lelo Mariin Oct 24, 2019 @ 8:31am 
Asking for a friend, eh?
Bongwater Pizza Oct 24, 2019 @ 8:34am 
Originally posted by Lelo Mariin:
Asking for a friend, eh?
Again, this is easily changed in an XML.

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.
Seftak Oct 24, 2019 @ 10:26am 
So they should add another difficulty level called "ultra mega easy, you win". lol.

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...
Bongwater Pizza Oct 24, 2019 @ 11:17am 
Originally posted by Seftak:
So they should add another difficulty level called "ultra mega easy, you win". lol.

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...
It's not like they're stuck on that difficulty.

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.
Seftak Oct 24, 2019 @ 11:20am 
Originally posted by Bongwater Pizza:
Originally posted by Seftak:
So they should add another difficulty level called "ultra mega easy, you win". lol.

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...
It's not like they're stuck on that difficulty.

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.
Those attributes level cost more since the skills they unlock are OP. But yeah i see what you mean. I approve this idea. Could just make more people happy.
CellNav Oct 24, 2019 @ 12:24pm 
Originally posted by Bongwater Pizza:
Allowing these people to just get 2-5 skill points per level, would let them actually learn how the game works, and how to spec properly, instead of them getting assloads of XP, and then poorly spending their points, so they have a high game stage but garbage skills.

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
Khissi Oct 24, 2019 @ 1:16pm 
Wow... play like I do or you're a worthless noob...

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!
Marstil Oct 24, 2019 @ 2:33pm 
I like this idea because I play solo and like to get lots of skills. Leveling slows drastically later on and I have been thinking about turning up my experience multiplier for my next game. I'm not a noob and I do understand game stage progression; however, I would prefer this to be an option instead of changing the xml (I also know how to change xml and I made this change in A17).
Switorik Oct 24, 2019 @ 3:04pm 
What would be even nicer is if every 10 levels you get 2 extra points (total of 3).

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.




OzHawkeye Oct 24, 2019 @ 3:28pm 
Expanding the in-game configuration menu options is something TFP will likely visit around just before Gold. Whether or not skill points per level gets in there, I've got no idea, but till then, a very simple XML edit as people have mentioned will do the trick.
Shurenai Oct 24, 2019 @ 3:30pm 
Originally posted by Switorik:
What would be even nicer is if every 10 levels you get 2 extra points (total of 3).

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 be a jack of all trades without going past 5 in each of the main attributes; meaning 1 point per attribute. If you want higher than that; Yes, You have to specialize.. Kinda the whole point of the current system. For almost everything in the trees there is some kind of alternative to buying into it. You don't -need- to go every direction. You don't need ranks 4 and 5 of almost any of the skills (4 and 5 are the ones that require you to go over 5 in an attribute).

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.
Khissi Oct 24, 2019 @ 5:44pm 
Originally posted by Shurenai:
Originally posted by Switorik:
What would be even nicer is if every 10 levels you get 2 extra points (total of 3).

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 be a jack of all trades without going past 5 in each of the main attributes; meaning 1 point per attribute. If you want higher than that; Yes, You have to specialize.. Kinda the whole point of the current system. For almost everything in the trees there is some kind of alternative to buying into it. You don't -need- to go every direction. You don't need ranks 4 and 5 of almost any of the skills (4 and 5 are the ones that require you to go over 5 in an attribute).

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.
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Date Posted: Oct 24, 2019 @ 8:19am
Posts: 12