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Wanna improve a skill? Do the corresponding activity. Wanna unlock the minibike? Find the book. Well, that last example does "even" make sense.Ī16 was diversified. Wanna kill zombies more effectively? Kill zombies.

7 days to die pc add points how to#
Wanna learn how to grill meat? Kill zombies. Want to unlock the minibike? Kill zombies. They (we) don't want RNG to be removed.Īnd the overall "spirit" of the game now is, that if you want something you: Gotta go kill zombies. Different game, sure, but similar consideration when using a Point-by-level system.Īnd the removal of RNG is one of the issues people who dislike the perk system have. Conan Exiles doesn't give a SP player enough points to go around, but they can respec at will to cover those gaps (You can basically hot-swap your character builds as though you were a multiple characters). This is ESPECIALLY true in a system where you can't respec points. It's best if this is balanced around SP, which only offers Multi-player characters more opportunities to specialize outside of core tech perks. Too few points to buy everything is fine, but keep in mind, Single Players need substantially more diversity in order to play the game, due to an absolute necessity to make heavy and diverse investments in many of the perk trees, particularly INT (tech), STR (resourcing), and FORT (you like to live, don't you?). Without these status effects and headshot multipliers, these guns are severely under par, and the perks don't help them at all, except maybe the shotgun perk, but that comes too late to save the blunderbuss (RIP boomstick) 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.
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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.

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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. Here is a poll to express your feelings regarding character progression.
