vendredi 12 juin 2015

[ideas] new perk class system

I've leveled up to 25 all classes and for me the whole system needs to be reworked. For one, there must be option to reset you perk class if you want. There has to be a proper skill tree for each class. I know TW tried to be different and innovative from the rest by offering you to level up and have all skills available to you, but there is a reason why 99% of skill trees work the way they do and they have for the past 17 years or so.

For playability, there have to be variations each time you play the given perk class. This is even more true now when the game is early access and obviously players dread the resets that will inevitably come. Why fear them? With a proper skill tree system you would play your favorite perk differently after each reset - forced by TW or by the player's own will.

Also, speed increases and damage increases are not the most exciting perks in the world. Players like myself with 250+ hrs of gameplay need to see a point in playing the game any more, escpecially after multiple perk resets. I already had one in the beta and it sucks.

The system should be more clear cut allowing for bigger variations in the skills you gain with each level up. For instance, the commando can either taker a skill tree path where he becomes the fastest most agile soldier possible, or an option where he is slow like now, but has the necessary stopping power. There should be at least 3 option for each perk level to account for replayability. Having 10 diluted perk classes where every other couple has almost identical skills is not what would make me stay and play the game over any other coop survival FPS.

It should be exciting to level up and choose carefully the skills you take further in the game. Well, IT IS NOT! It's not easy on the eye, gives you no clear advantage and is boring as hell. If Tripwire removes the perks today and only leaves the level bonuses such as the speed increase and damage increase per level....it would not make a single change to the gameplay, seriously....not the slightest. At lest in KF1 we used to get the next Tier weapons at the start, not that that was much more exciting than the current perk system. I'm sorry to say that it is utterly useless but I'm not going to sugarcoat it. This should be TW priority, not reworking the berserker. It definitely needs to be reworked since having a perk like the serk at first place in this game is a big mistake unless it makes for a fun and exciting gameplay and something like this can actually make it or the martial artist class viable.

Something exciting needs to be done like special skills that can be used on will rather than just zed time...it rarely does anything for the gameplay. Yes, you kill zeds more effectively at 25 in zed time...LOL, really...that should happen anyway. Do skills that can be triggered at will. Do something new and exciting...magazine increase...wooooow, really? What about the serk doing a special move or add combos to his repertoire with each perk level? Why not allow the support to be supportive and have the ability to drop one or two turrets during the game? Why not give the commando a skill where he can run faster and attract zeds when your team is surrounded or stuck?

Just my thoughts...I would love to see what the community has to say!


[ideas] new perk class system

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