Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
This has been discussed, argued, and beaten to death. You can search for it in older posts. In short: it's never coming back. Ever.... Ever......
And technically this isn't the official 7D2D forum. So you're not being "that guy"
Ah, haha well it seems the idea is being beaten to death still judging from the comments already, thanks for the note! I won't get my hope up...
That's a shame really. Probably wasn't 'ready' at the time it was implemented as only with A20 updates could I see it as something 'viable' (I agree in past version very unlikely to succeed)... but seems like playerbase (and Devs) have long moved on.
Maybe I can hope for a Mod for it or something to satisfy my own personal craving for more immersion (next to VR lol) :(
Appreciate the feedback from everyone nonetheless, glad I'm not "That Guy", but rather... "The Other Guy" who pitches something as if it's a new idea when in fact it was already done and failed miserably lmao (oof)
This thread made me lol. We already had that.
To be honest older version of the game from my point of view were superrior. The game now just feels more and more generic and on rails.
We had an LBD system, and it didn't work, because it creates an extremely strong "optimal path" to take in order to survive and push. And while the current perk trees aren't perfectly balanced, there's a lot more versatility, and it doesn't have that forced routing LBD setups do under time crunches.
"Immersion" is no excuse. There's dozens if not hundreds of things that could be considered unrealistic in the game.
Imma just let this workbench make an entire truck all by itself while i'm not even present.
The current experience system isn't perfect, but it's enough to allow flexibility without compromising game play.
If i wanted a realistic grind, id go live in the woods and eat pine cones.
It turns all your actions into a weird grind where you spam actions that give the most reward in ways that are less logical than a reasonably done generic xp system.
Instead of doing quests and fighting enemies you make 1000 iron daggers that you don't want.
I'm sold. lol
Well that's just it... literally so much so that I had a brain lapse to forget this game even tried to do it lol.
the theory of LBD is solid, it HAS been done well before ... just not in 7D2D (or done 'well' rather, apparently). The question is:
(a) Is this a fundamental issue with the game/genre that makes it fail? (I don't think so? it is a very grindy, RPG guided game with long-term progression and action requirements)
or
(b) Was it simple not implement well enough? (or the foundation to support it was not there fundamentally.?) ... my argument is NOW it "might" have some hope with all skill trees being accessible form Day 1-ish to allow balance between playstyles/goals and enable progression for all of them from Day 1 onwards
This is an issue of implementation. If done 'right' you should never 'feel' like you're grinding anything, simple "do what you do"/"Play your playstyle" (Like more like Skyrim in a sense... avoiding stealth wall walking that is) and it'll get better without thinking about it" (in reality this isn't all players of course who want to try and min-max games, etc. -- i get that, you're absolutely right).
The solution is... "crafting Iron Dagger x1000" does not give XP at all ... only using a dagger to deal damage gives Xp... or "XP on first time crafted" at MOST. Simply remove the incentive/opportunity to 'grind' (so long as there is a better alternative, and maybe boost XP gain to that alternative if it's infrequent/challenging)
The craft grind would be for those speccing up construciton tree/INT where Devs would need to think of creative/engaging ways to enable 'building on demand', not 'building our of necessity' to level up.
LBD is only a premise/concept, its up to Devs to make it meaningful and engaging and avoid issues liek you just said (which I totally agree on, but think applies to 'specific' games, due to how they were implement).