Something the devs could do is give us the option to rate the specialization. So, for instance, lets say somebody wants to buy (Sorry if this is redundant…but) the tick specialization, they could look at the rating other real-life players have given it. Let’s say hypothetically speaking, it has 1 out of 5 stars. Then, they might think, hmm…maybe I should think twice before i waist a kill point on Something so asinine. Then, if they decide to buy it anyway, and realize it’s absolut trash, they cant go on a rant saying that they should have been warned, or something like that.
There are far less useful skills/specializations in the game than Engineering specialization (latter i happen to have).
No. Just no.
There is no need for any kind of user rating system in the game. Unless you’re the one who buys things based on what other people tell you to buy (aka high rating).
Perhaps make the ticks the explosive variant? They wouldn’t be death dealers, but could strip armor and stagger.
Actually, they already are.
Ticks that spawn out from player placed tick pods, look like military ticks but function like FNIX ticks. Meaning that they run up to the closest hostile machine to them, do their jump attack and explode, dealing damage to that machine.
Fair enough.
So the tick specialization is just one example. There are other specializations/ skills that aren’t exactly as useful as we might think they are.
I see loads of arguments why to remove level cap and some why it is bad idea. Here, i present another one, showing why it isn’t viable just to remove level cap all together;
It takes a LONG time to level up past lvl31. Heck it even takes loads of time to level your char from 30 to 31.
Some numbers:
100.000 XP = lvl14
212.190 XP = lvl23
259.413 XP = lvl24 (about to level up)
424.144 XP = lvl29
479.373 XP = lvl30 (just reached lvl30)
548.874 XP = lvl31
Leveling up char works the same way as leveling up region score. You don’t need much XP/points to gain initial levels but to get the last ones, you’ll need LOADS of XP/points.
With this explained, it will be FAR faster to make 2nd, 3rd and 4th char and level them all up to lvl31, than spending near infinite amount of time on your 1st char, trying to level it up to lvl88 (to get all 87 skills).
Even IF, given that the devs set fixed amount of XP needed to level up past lvl31 to 100.000 XP per level, by the time you’ll get your 1st char from lvl31 to lvl48, you’ve collected the same amount of XP (1.700.000 XP) to level up 2nd, 3rd and 4th chars to lvl31, all of them.
However, if devs keep the current XP system, where more XP it is needed to level up than getting previous level, then removing level cap is utterly impractical. And i think this is the very reason why devs haven’t done so thus far.
See, thats a reason to take it away though. It would give people something to grind for. I know that some people only play the game half as much, because they dont see any reason to, since they cant level up any more. So, if the level cap was gone, sure it would take a while. But, your logic is “ dont remove level cap, becaue it would take just as long to level up one charecter than to level up 4.” So, to in the same amount of time that we could be levelling up 4 different charecters to hit the same roadblock, we could level up one, and actually be able to unlock all of the abilities, regardless of how log it takes, I would say thats worth it to grind for ALL of the abilities, rather than grind 4 charecters, and only be able to unlock a certain amoiunt of the skills.
Imagine playing a game for a year and you still have things to strive for? That’s what gets me dreaming on about no skill caps. It would be nice to have, but I don’t think this would be the right game for it without major changes. I’m not sure if I brought it up in this thread or in another, but I pointed out that the XP gain from missions in the one tree is pointless and a big waste of points due to the level cap. I still believe that should be changed, even if it means adjusting things within that tree to compensate for any imbalance. I also believe some of the specialties are unrewarding and could be more fun, but again some changes would need to be made for balance. I bring these things up because opening all the trees, no matter if it took a month or years to fill up, would cause some serious imbalance. It’s already pretty weird that a maxed character can play alongside with a fresh player. Imagine how quickly enemies would go down with all skills and now imagine such a player joining in on your game. How do you keep things reasonable?
Well, one way the balance could be helped is to make the machine AI smarter. Just saying, their kind of dumb, so sure you can take some hits, but you actually need some kind of strategy to win. Another thing that could be done, is, not my most favorite idea, but Guerilla mode might be required for multiplayer. Again, like i said, not my most favorite idea, but its an option. Or, one thing that could be done is the bots might just have more armor.
I think what the devs should or could do is keep the level cap or increase but if they keep the lvl cap then in the event u hit Max they should allow you to refund skill points to put them to another branch of the skill tree so it’s not too op and it’s not limiting either
Yeah, some skills are almost useless, like the tick specialization.
We get that you, personally, don’t like the Engineering specialization (you’ve said that twice now, in quick succession). I, in the other hand, find Engineering specialization useful skill, which can also be improved in the future (by adding other features to it).
Now, when to talk about skills that have little use, without any future development - Commander. It is specialization and it allows you to use Field Radio 6 times, rather than normal 3 times. All you need to do, to get the same end result, is carrying 2x Field Radios with you. Moreover, with 2x Field Radios, you can set two, different spawn locations for yourself.
Of course, Commander is just one example of such “less desired” skills.
You re correct, i did mention the uselessness of the tick specialization in rather quick succession. Ill make sure to keep an eye on that.
But, to answer what you said about the field radios- Yes, a simple way to fix the field radio option is to just take two with you, however, that means it would weigh twice as much. But you are correct, it would have the advantage of being able to spawn somewhere else.
Reply moved to proper topic.
//Mod
I agree to the skill point could be increased a little bit but not infinite. Maybe increased to lvl 40 or 50. I’ve just finished making my first character which is a bit of commando build but still wish I had a couple more
Skills and won’t even get my special skill when I cap out
Imagine being unaware of the skill cap for your first playthrough and not leaving yourself capable of picking up a specialization… and then creating a new character for that reason only to find now it will take you much longer because you aren’t getting mission xp anymore.
I actually never really relied on mission xp, a huge battle alone can give you 2-3 base levels.
Well that’s brave of you. I could not go into huge battles without having the skills first. Let’s say most people agree… then this thread would not exist because levels would mean nothing.
Well, player experience mattes a lot more than skills you can unlock.
For example, pro player with 0 skills unlocked is better at combat/surviving than new player with all 30 skills unlocked.
Sure, skills help but it’s the know-how that matters the most.
Sure, but we’re not talking about a pro player here. We’re talking about the new player who went through the game unaware of the skill cap.