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I have not tried using a land claim block to steal things from the pois, because i have not survived a trip inside a poi yet...
just half raided the missile silo POI before hitting encumbrance issues. land claim wont stop zeds that were already spawned and you'd need to dump it in the middle of the poi so the poi should have been filled before that could happen
I really don't like how much is locked behind attributes and I am not a fan of the new attribute based perk system at all. It's ridiculous that you must unlock a skill to boil water and add things to that water. It's apparently so complex you don't start off with that basic knowledge. I'd rather they had a "recipe" book where you could start off knowing some random recipes and as you go through the game you could find more and add them to the book. Same with blueprints for other things. Have a mechanical book and a blueprint book. You should be able to use some paper along with ink or charcoal and share blueprints and recipes with other players. *sigh* Too much to hope for, maybe.
Anyway, I think they could have gone with a hybrid skill use/perk system similar to what they had and, if they felt it was necessary, add attributes that affect those skills but aren't required to unlock them. I mean it makes sense that a bigger, stronger person can carry more without being "encumbered" or a fast, healthy person can run faster and work for a longer period of time before becoming tired.
I'm hoping they move toward a system where you create your character instead of everyone being the same at the start, where you can choose from a list of professions and modify some attributes before you get in the game. I think it might be fun that some people may start off with a very tehnical back ground and have some perks unlocked from day 1, but maybe aren't as suited to fighting as, say, an infantry soldier. Imagine being able to make yourself in the game with your actual profession and some of your skills reflected in your character? Now that would be cool.
It's even weirder when you kill zombies, gain a perk point, and then use that to learn something completely unrelated, like how to build a bicycle or cook bacon and eggs. Some of the new perks are nice and fill in various niches, but overall the old system was better imo.
but you can edit 1 point by changing it in file :
\Steam\SteamApps\common\7 Days To Die\Data\Config\progression.xml
skill_points_per_level="1"
to
skill_points_per_level="5"
the building is much more interesting
and YES i'd love to have a book with recipes that you add to with paper and ♥♥♥♥ being locked from having basic knowledge, and what not is just rediculous. They tried to go to "new and intriguing" even though many of the fan base during developement was like 'god no , please no' and now look even more people who are hands on with it concur how its not a good system!
A16: if you played long enough all chars were almost the same.
Thats kinda crazy.You cant even start progress in any of them at all until then, even if you wanted to focus on doing it. Starting the game cant even have a group have a dedicated crafter because they have to wait all the way to lvl 20 to actually start making anything. Regular tools and stuff you can make just from raising intellect do not improve just the durability you make them.
Its kind of counter intuitive as the system for at least intellect (I dont mind the other trees really) pretty much forces you to just go do something else for 20 levels and ignore the tree. The magazines dont help cause you still hard capped on lvl requirement.
I think either the lvl requirements for the base stats should be reduced by 10 lvls per rank, or lower the requirements for the craftmenship a rank ie: intellect 6 to 5 and intellect 5 to 4.
By the time I found a suitable place to start building I was level 18 and already compiled a decent amount of resources. Before that I didn't even think about the Forge, but knowing I had only 2 levels to go I simply killed a bunch of zombies while looting and bam!, learned Forge.
The pacing could probably use a bit of adjustment, I agree. Only because it took me a while to finally find somewhere I liked in Random Gen. If I found the spot a lot earlier it might've been frustrating. I'm also XP sharing with a teammate, so that may be helping a bit too.
So far though, I really like it. The difficulty is SPOT on, almost perfect.
The new animations, etc, are great.
The perk tree could use some improvement, as you say, but luckly it's only been out for a day! So we'll see where that brings us in the future.
unfun kind of grind.