the advantage of having more skills rather than just getting more uranium is that it gives you something to aim, search and combat for. I really don’t need lots more uranium but a couple of more skills would be good. ps. I am a PC player but don’t know how to save manipulate.
And more to experiment with to find a personal best way how to play GZ.
There was a time where uranium was rare. But it was used to produce experimental ammo. “We” wanted more character levels and more ways to get uranium. How it’s now was the result.
I would agree with way more skills, more skill points to spend and less uranium.
I get where you are coming from, but with all the skills that are all but useless, it would be nice to get access to some of those handy tid bits mixed in. Take the medical tree for example, it’s all but useless, which is unfortunate, but with how quickly you can die on the higher difficulties, it goes from being a quirky skill build to a liability very quickly.
Personally I run a combat/survival build to help keep me on my feet, let me carry more and shoot the snot out of every robot that is unlucky enough to cross my path. That being said, I would not be opposed to being able to take advantage of the extra explosive radius or the minor boosts to stealth on the right side of survival, so I wouldn’t be opposed to being rewarded for all my levels above 31.
It’s not worth it to modify saves. Takes all the fun out of the game if you are able to instantly have the best gear and 1 shot everything. While it’s a PvE game, moding is a game killer. Plus, it’s far more rewarding to get that reaper kill and get that exp weapon that you’ve been searching for.
We have the same problem over on State of Decay, I typically avoid PC players like the plague, because when they are not trying to give you every item and weapon in the game, they’re trying to rag doll you with a modded grenade launcher, or kill off your entire community, which means a game over and all the time you spent is wasted.
Or give us the ability to use some of that uranium that we have stock piled, let us spend 100-500 uranium per extra skill point.
That sounds interesting.
Uranium as curreny for skills.
“ which mutation do I want to buy today?”
I think that could work, but not until the skill tree gets a redesign with more skills to learn and still a maximum number of skill points which is lower than the total available amount of skills.
You would then be able to decide whether to spend uranium for more skill points or to use it for experimental crafting.
The needed amount, like you wrote, should indeed be as high. 100 sounds good.
Here an idea for some more skills I once posted:
Feature request - skill tree "bases"
How do you guys even get so much uranium?
Do you play base assault 24 hours into each other games?
- 5 Uranium for each lvl after lvl 31.
- Base assaults
- Base defenses
I didn’t play much since october, but currently I have about 250 uranium. My characters lvl is about somewhere between 50 and 60. Others probably have a lvl 3 or 4 times higher, because they play more often. And the more you played, the more bases you probably destroyed…
It’s not as hard to get much uranium, but 500 would be too much. 100 still sounds ok, but it still depends on how many additional skills and skillpoints would be able to get unlocked.
If this thread is about skill points then maybe need the title of the thread changed to reflect it and not just points. As I pointed out in my first post about the subject.
But if the skill point reward were to be 100, or even close to it, to get even 50 uranium you would need to level up 10 times. I assume that would be after the current system that ends at 31, that is based off game points. It then switches to costing uranium.
I get uranium from machines at times, fnix bases being destroyed and then the 5 you get from each level after 31. Don’t forget it costs a good bit to craft experimental ammo with the stuff and only get a few rounds.
Ok, but 250 is actually very low if you were to craft exp ammo, i also have 200 or 250, we dont get much per each level and it takes quite a while.
Anyway i was just under the impression some users had thousands of uranium or something.
I don’t often craft experimental ammo…
But that is the exciting about this idea.
You have to decide whether to use the uranium for crafting for a consumable (ammo) or to spend it for a long term effect (skill point).
Some might chose the one way, some the other.
That’s cool. At least better than just farming uranium for only one purpose.
To answer that I’ll explain my farming method.
To start off, I have a farming route that clears most of the heavy spawning sections of my map, I mainly focus on Farmlands as it has most of these mass spawn points spread out to help my og xbox one handle the strain. After I have at least four or five FNIX controlled bases spawned and leveled up, I’ll hit them all, one after the other and clear any new bases that spawn and are leveled up as I’m clearing. Once all the max leveled bases are cleared, I’ll return to the farming route and rinse and repeat. Between the base clears and level ups, and the fact that I have my currant skill tree tuned to my play style as best as possible under the currant system I don’t have to reset my skills. In a single play session I can net anywhere between 4-20 levels and a dozen or so FNIX control points depending on how fast and hard I want to play.
At first I didn’t understand what you meant since I’ve already seen these features.
But then I read the rest of the thread and finally got it
I’d prefer more diverse and useful skills.
That’s why we’re talking about it.
GZ has expanded in a way that isn’t represented in the skill tree yet.
Agreed, alone the fact that the only specific weapon damage skills are for full auto weapons and explosives is crazy. Pistols, Shotguns and Hunting rifles/DMRs have the biggest needs for ability-based buffs and are ironically the ones that get no specific skills at all.
There are a lot of weapon buffs that apply to all weapons. Faster reload, steady shots, fire from the hip and accuracy, just a few off the top of my head.
Those that feel the skills do not add enough, try making 4 different specialists and play with each of them. Then reset one of them and don’t use any of the skills and see if you notice any difference.
It also takes a lot away from the game when one character has all the specialty skills. Through out the game it’s about making decisions on what kind of character you want to play with. And the end goal is not to be them all in one.
That’s my point. ARs outclass shotguns and DMRs for example, if I get a global damage buff both have become proportionally better, still no point to use the weaker weapon as they both get a proportional increase, but the distance in power stays the same, they just move both up, the same happens for all general skills. The thing is however that there are no specific skills for the weapons that are weaker off the bat to elevate them. ARs for example can profit from both make 'em count and the full auto damage buff, while all single-fire-only weapons don’t from either, so the already stronger weapons can get boosted even further via skills, while shotguns/pistols for example deal very low burst and sustained damage while also having less skills overall to profit from.
I wouldn’t be surprised to find out that the skill on the bottom right of the combat tree also effects hunting rifles and DMRs, but I don’t know.
Aside from leveling for the skill points, does higher levels mean anything other than gaining level up resources? I wouldn’t mind Survival branch getting a skill that gives you more health based on your level. Nothing crazy. Maybe an additional 0.05%. At level 10,000 that’s an additional 500 hp. You’ll be tanky af…, but aside from cheating I don’t see someone hitting 10,000.