TRADUCED
The 3.0âs skills system proved to be ridiculous. In my opinion, despite Nelsonâs attempts to specify (donât know what he meant with that) more the skills, itâs been clear that this didnât help much. In my opinion, the skillset should be ânerfedâ, removing the specialization and things like sprint speed, reduce recoil, etc.
I really believe that the facilities before given by the skillset system should be reduced.
My idea: Remove skillsets and give a limited amount of skill points to the player, so the player will not be able to max all skills, having to choose where he is going to be specialized.
IMHO, skill levels should be earned, not bought with Exp. If you shoot a rifle more a lot (and like, youâre hitting a target) then your character is more comfortable wielding a rifle and can perform maintenance and reloading more efficiently and has better steadiness when aiming. Looking to other games often helps when trying to figure out what does and doesnât work.
I donât play Cataclysm: Dark Days Ahead, but Iâve been watching Aavak play it via YouTube, and it looks to be well thought out.
The character creation in said game is quite interesting, and allows you to pick your prior occupation or role in society, your basic attributes, positive and negative attributes, as well as basic skills. Each costs points or (in the case of negative attributes or negative roles(e.g. a junkie or sick patient)) earns points). Your prior role also determines what you start out with on your player. Choosing a well kitted role costs more points and means you have less to spend on your character at start, which means youâll have to spend the remaining points wisely.
You dont believe that this system go give advantages to
time played > skill
and go place very difficulty to new players up in game. As it happens in 3.0?
and in general system of skills rarely are implemented in PvP multiplayer games save the exeption
Call of duty ghosts and unturned (i remenber just this)
The problem in 3.0 is that skilslets are useless because you can still train every skill to max, meaning you donât need other people to survive effectively do they just become walking loot bagsâŚ
Skillsets are supposed to work as a class system meaning the medic canât also be a maxed out farmerâŚ
This also encourages teamwork because you will need people of varying skillsetsâŚ
To balance it out you would separate the skills into " general skills" that EVERYONE can train (stamina/cardio,fighting,shooting,etc) and then every survivor has one âspecial skillâ (medical, farming, mechanic, etc)
I feel this would be the best way.
For solo players maybe have a jack of all trades skill but they canât max out any special skill they instead can train them all half way or something.
prime i discord with you first dont is easy you make a good team (in my life of unturned i make many groups but to other players maybe are a thing hard to do)
and other thing this is more less the system of 3.0 this result in a âaccumulation of principal skillsâ giving advantages on top of other players.
and why equal skills dont go reforce the team work? just observe the game rust is impossible play without a team.
my opnion to make team work more present is reduce the damage of all weapons, reduce loot spawn and togheter with this place advantages on clothes, turn bases things extremaly hard to build solo, add a system of blueprint or craftable itens for mid of a research bench.
Thereâs this game I used to play called BTD5 and the skills worked you could upgrade two from with side then the third one u have have to choose one or the other
In 3.0 the skill system barely encourages cooperation with your team. The only real cooperation is when youâre early starting out and someone else on your team has a higher crafting level needed to build something.
Itâll heavily take away from the experience of grinding to make you, your own character better. I would say it would take a lot of enjoyment out of the game, because then itâs more purely based on âI have more loot, better clothes, etcâ
A system wherein you actually do a specific thing to get a specific skill trait would be cool to me. People who main certain jobs (IE chopping trees) will get more skills in their job (IE, can chop trees down faster). You shouldnât be able to kill a bunch of zombies, call it a day, and magically get a bunch of skills in making advanced food, extreme sharpshooter skills, or being able to jump from extreme heights and take little damage
Kill a zombie, upgrade your cooking skills. Nah, iâm not a fan of these.
I wouldnât really care if skills were removed. But skills should be upgraded by whatever are you doing.
Shooting a zombie/player will upgrade your sharpshooter skills
Running will upgrade any kind of skills that is related to running.
Farming will upgrade your harvesting skills etc etc