Who would like to see new level cap increase and the ability to specialize in skill trees?

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

1 Like

I’d prefer more diverse and useful skills.

2 Likes

That’s why we’re talking about it.
GZ has expanded in a way that isn’t represented in the skill tree yet.

2 Likes

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.

3 Likes

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.

1 Like

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.

2 Likes

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.

1 Like

Yes you hit the nail on the head. I personally like feeling a sense of achievement when gaining a level. 5 uranium don’t give that sense of achievement. As new updates come out they nerf weapons, and gear all the while boosting the enemy. I play the game now ever so rarely because after a certain poing of no real gain you lose interest. Now i find myself getting smacked around bt the enemy using anywhere from 10+ health packs if in a fight with multiple machines, especially the flyers. Resources are used up quickly. I’ve been playing for nearly 4 years now and I’m sad to say i don’t like the direction this game is going. They need to at very least add new skill trees, and allow sill points to be used also for increasing resistances, armor, weapons statistics, and more. It would add a nice new fresh element to the game. Maybe allow players to customization of all the above. All the while adding new machines, missions, story content, and add more gear and weapons content. Definitely new areas are needed. I love gen z but it has grown stale and would like more for the character. New weapon, companion DLCs just isn’t cutting it. I don’t know what would others like to see added and done to increase fan bases? To give the game more life and that something that makes it stand out from the rest of other games thats like this?

2 Likes

Personally I have to agree the skills do need a revamp. More choices would be quite nice, but, rather then staying on the same trees after spending the 31st point maybe add in a prestige set. We have a prestige points system that doesn’t do anything so the placeholder is present. So a whole set of trees that let you crank up the specialized load out of your choice. Or even a set of massive resistance buffs that require just these points. As it stands they add up with no use and i’d personally rather not use uranium with base attacks/defense only rewarding the host at present.

1 Like

I would like to see a little increase in the amount of skill points you can get yes like up to a total of 40 or 50 points because you need 170 something to a max out everything so this would still allow to specialize each individual character

but something I would rather see is the ability to fully customize your own game not just them the amount of skill points you can get

but also how much you can carry.
how much you can store.
how much it cost to craft individual things.
how rare items is to get.
how tough enemies are.
how many enemies are.
how fast enemies and loot respawns.

stuff like this would be way better to get, the ability to customize then just increasing amount of skill points you can get by leveling up

A skill revamp is in work.
It should already have been released, but bug fixing and performance improvements got higher priority.
Let’s wait for what the devs have done out of our feedback.

1 Like

I’m hoping eventually a dual-wield capability gets worked in. A little something special for handguns, and I’d love to see the MAC-10 and Skorpion machine pistols included in that. A pure close-range, high burst damage option… Think the 80s saw a lot of dual-wielding of firearms in film and media, and with how much inspiration they’ve drawn from that already, I think it’d fit in all right.

2 Likes

They should respawn by increasing the region score.
This you can do by killing random machines.
Destroying rivals on the other hand reduces the region score.

I’m also playing on playstation and the bases in my world keep on spawning and upgrading faster than I could destroy a fully upgraded base.

There was no change on the flares.

The Flare can be used as an effective distraction to divert attention away from the player(s). However, it can be negated by any other form of loud noises (ie: gunshots) and will cause machines to target in the direction of the noise.
Emergency Flare | Generation Zero Wiki | Fandom

Really?
Vanguard increases damage resistance by 25%.
Haven’t seen that it reduces the amount of health gained per medi kit, yet. :thinking:
Maybe it’s just a mathematical or visual thing which let’s you think that its amount is reduced?

Keep in mind that the health always is show in percent. 100 percent is full, but don’t isn’t Always the same. Let’s say initially it’s 100hp.
With the skills for health amount you can increase the HP to up to 130 (+30%), but it’s still shown as 100%.

Health packs should heal a certain amount of percentages, so it shouldn’t matter if we have 100 or 130hp in total. A Standard first aid kit should always heal the half.
@SR_Carni does it really heal 50% or 50hp?

Now we don’t really know how vanguard techically works. Its description says “damage resistance by 25%”. But what if healing just is doing negative damage, like using health ammo? If that’s the case, vanguard could probably also reduce the amount of health you gain as it could reduce the negative damage.

Following this theory, without having skills for increasing the healing amount of first aid kits, a Standard first aid kit should be affected in a way that reduces its amount to 37,5% of healing.

If that’s proven, it should really be fixed. Can you link to the video?

1 Like