A16 and earlier had tuned a lot of weapons by giving them special effects like the slowdown effects of the shotgun and blunderbuss (particularly the blunderbuss, which actually was a good bear gun), the Bleed chance on bows, and high headshot multipliers of the pistol and long rifles. It's a very obvious and grindy delay in progression where players WANT to advance past the stone age, but are forced to attack zombies purely to advance the game, rather than seeking supplies or 'poi rewards'.Ī more minor problem is ranged weapon balance. The biggest problem is the obvious 20-level gap that's out of place with the subsequent 10 level progression gates. It does away with almost all of the RNG-ness of previous alphas' RNG-riddled problems, except for beaker drop rates, and allows you to define your character as you go. The perks are almost perfectly tuned (except for the weapon specific ranged weapon upgrades), with no wasted points anywhere. Just not perks, those magical points, that appear out of thin air. It has become, actually, the exact opposite of freedom.Įdit: The poll, btw, is missing my prefered constellation, which is learning by doing for most stuff, but also learning through books and quests. And the "freedom" that it was advertised with once (haven't seen that argument in quite a while, since the release) is non-existant because of the level gates. That is one reason why I like the skill system of A16 over the perks. The difference would mean just a few perk points. In 7dtd, you might make a decision between what kind of melee or what kind of firearm you want to use. There, you can be an elemental mage who is practically too weak to even hold a sword, or a strong brute who swings the two-handed warhammer, yet lacks the intellectual capacities to learn a single spell. I would like too few points to buy everythingThat would make sense if you could build characters that are a) equally efficient but b) very different from one another. Should players be able to max out their characters during one playthrough or should they specialize each time?Īs always, feel free to discuss and debate but keep things civil. The next three entries are for level gates.Īre the level gates currently just right in how they pace advancement or should they be lightened up or removed altogether? In A16 health and stamina increase by eating food and vitamins. In A17 health and stamina increase by spending points in Fortitude and Agility. The next two entries are for how wellness advances now vs before.įor the purpose of this poll wellness is being defined as the player's maximum health and stamina up to a possible full wellness of 200 each. If the player engaged in the activity related to the skill they would advance and grow stronger in that skill. In A16 in addition to perks that could be bought with points there were also skills that auto-advanced without the player having to spend anything (although they could if they wanted). All progress is purchased via points earned from leveling up. The first three entries are for the perk system. The one above it is from Alpha 17, You can change the max level, the base xp to level, the multiplier, how many skill points you get per level and at what point you level will stop increasing the amount of xp needed for the next level.Īssuming the gamestage formula is correct, you could theoretically decrease the max level to 100 and make skill points per level: 3 and keep the game relatively easy, if not you could just decrease the clamp_exp value to a point where you're comfortable at, just make sure you keep the quotes around the number you change.Here is a poll to express your feelings regarding character progression. Then find the XML file called "progression", The line you want to edit is the following: To change the xp formula go to Steam>Steamapps>Common>7 days to die>data>config If this is too slow you can change the values, but keep in mind, if you're playing on any difficulty higher than Scavenger your "gamestage" formula is subjected to a multiplier, the gamestage is basically how hard the game is, if you're playing on scavenger your gamestage is simply Days survived+Your level, though this too may be outdated. If you read the 7 days to die wiki and look at the experience formula you'll find it to beĩ545 * (1.0149 ^ level), if you plug in your current level the formula will tell you how much xp you will need to reach the next level.This is outdated for Alpha 18, the current formula is actuallyġ0000 * (1.05 ^ level) but by default the final value is capped at level 60, meaning once you reach level 60 every single level afterwards will require 186,792 XP to level up
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