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though what i'd really prefer is them finally sticking to one and balancing everything progression related so they finally know if it's working the way they want. that means balancing trader, gear loot drops and mags and xp rate. hopefully they could complement each other if balanced right but i don't have much hope for trader ever being in a sweet spot. though i would prefer unique items with perks at a ridiculous price from the trader instead of using it for basic upgrades.
After some initial classroom instruction, and some "hands on" (mostly old school drills to pre-identify bad habits) with an observer / qualified instructor, we put their eager butts on a range.
MANY times.
They learn to shoot by SHOOTING. Crazy concept I know.
LBD gets a + 1 from me.
Allow players to lockpick anything locked but gate it by lock difficulty. If a player destroys the lock then they LOSE half the loot.
All level 6 items can be crafted BUT you have to find the 'special' recipe for them. They would be considered 'Master Crafted' level. Basically a mark of mastering that 'tier'.
Tier 6-Stone level can only be found in Tier 2 missions or crafted.
Tier 6-Iron level can only be found in Tier 3 Missions or crafted.
Tier 6-Steel level can only be found in Tier 4 Missions or crafted.
Add in rare "legendary' tools/weapons/armor quality level
Tier Legendary level items can only have a slight chance to be found in Tier 5 Missions increased chance if Infested.
This way you can select the Tier of Missions according to your needs.
All tiers of item use should be gated behind skill gain or perk acquisition. That way you can't just pick up that fancy new high level gun and start using it without any investment. So the trader may GIVE you a fancy steel weapon on day 5 BUT you can't use it yet.
Taking the Mechanic skill would unlock variable speeds for vehicles as well as variety. A skilled Mechanic could FIX most cars sitting around and drive them, or give/sell them to friends.
I could keep going but...bleh. Was playing last night with the hubby and it occurred to me that the game really seems like someone making huge design decisions for 7 Days is a minimalist. They want to keep the game as straight forward and streamlined as possible. Now I am not against the minimalist approach but it's also not very fun. Most people want cool things to have fun with. And when you pear a game down to the most minimal it can ruin some of, if not most of the fun. At this point I am just waiting for it to go gold. Modding will fix most of the game.
Thank goodness for Undead Legacy. I can't wait for it to update.
Weapon mastery tied to kills was the only one I couldn't think of a cheese method for, since the player has a limited impact on zombie spawns and they're paying ammo if they used ranged weapons.
Out of the ones you suggested, looting and lockpicking seem like the least exploitable candidates for a mastery system. The movement ones seem cheesable unless they give such small returns they become unsatisfying grinds.
I think that besides the skill magazines, traders need to be looked at very carefully. They should take longer to restock, and not offer such infinite and high-tier rewards for doing tasks you'd already be doing otherwise, like looting a POI or killing zombies. Perhaps the rewards come out of their shop inventory, or they give you a discount on their wares for a purchase or two?
And let the rest of us having a good time! Darnit.
That's kind of the point of getting a higher chance of finding books for your chosen skills. You're kind of forced to decide what skills you want to focus on.
Edit; I think a combination of the 3 (reading to gain a skill, level up adds skill point for something like gaining more strength, and learn by doing for practicing with say a grenade launcher) is the best way to go.
Erm, perhaps you do learn by reading as opposed to doing. Perhaps. That is not however, "realism", that is a design choice by the devs.
Read all the books you want on swimming. Do you know how to swim? No. Not until you get into the pool and start turning laps.
If you wanna do cardio training at night instead of base building or go out looting then so be it.
Same goes for weapon skills.
Ammo is more abundant than cobblestone and you can cheese kills with long horde nights + fiddling with zombie stats.
Lockpicking can be cheesed by resetting poi‘s with trader quests
I don‘t entirely disagree with your point, its just so easy to „exploit“ by using core mechanics that it wouldn’t matter for people who are determined to cheese
However, I also remember why they took out LBD in the first place, and I just don't want to fall back into that same pitfall. Systems being cheesed and exploitable will always exist in 7dtd, but that's no excuse for letting systems that are so easy to cheese be introduced. Like the night crafting fiasco, it funnels players into feeling as if they are playing the wrong way if they aren't playing optimally.
A certain percentage of those people will ignore that feeling and have fun.
A certain percentage will notice that feeling and complain about it on the forums.
A certain percentage will switch to exploiting the system and resent that fact.
I think my idea for weapon mastery could definitely be expanded further than what I suggested. But I purposely kept my scope small so that I would create a system that is both intuitive and only mildly exploitable, just enough for minmaxers and speedrunners to have fun, but not enough to cause the ordinary audience to switch.
In short, I agree that cheese inevitable, but I want to build a solid system that only has minor slippage, and not a gaping hole in it. I think the best system is probably one that is not rigid enough to be stifling, but not flexible enough to be pointless.
The only way you "cant learn everything" is if they put a hard limit to how many points you can have. Afaik, you can get as many points as you want.
Fix is a strong word I hate to use for games with modding cause usually its overused and not correct. But I also can see what people mean when they say they are "fixing" an issue that exists for them. I usually call these people "modding andys" as they always just hail mods as the be all end all but that is what it is.
In turn tho, it isnt really a fix still. For one, modders will eventually move on. Meaning the mod itself will be abandoned as the games development continues. So in turn we will eventually sit here in years down the line with Alpha 51 and Undead Legacy was abandoned 13 alphas ago.
Still no successor as no one can remake it in the same way it was made originally. And it does "fix" quite a few things I dislike about the game, such as not being able to do learn by doing. But with the overall attitude of the community being "Just use mods" and people end up doing so, it paints a very clear picture for TFP.
And that is: We dont gotta do ♥♥♥♥.