![]() why not make it so the zip gun is stronger but has a crappier ammo capacity where-as the revolver has more bullets but does less damage per shot. The Quality Zip Gun and the Percussion Revolver+ for example are pretty much the same thing, only one uses 9mm and one uses. However, after the initial excitement, there's some clear overlap and redundancy in both what you can buy and what you can make. This game is gun porn in many ways and I love that aspect of it I enjoyed collecting ammo, different guns, trying things out and seeing which I liked.or do I want to get 3 other smaller abilities that will help, like regen or carry weight). ![]() This way you have to really decide "do I want that powerful ability that gives me 50% extra AP or 20% extra custom weapon damage. The melee branch specifically has 2 extremely strong abilities (namely First Blood and Quick Reaction - First Blood is borderline OP with the 'unlucky optimist' trait and something as efficient as the Quality Knuckleduster doing an aimed shot for the eye - you can one shot pretty much everything.) I would suggest instead that the stronger abilities be at the end of the trees (which they mostly are now) and that the price of the ability goes up the farther you get in the tree (as well as how many you already have just less so than now) and the "early" abilities are cheaper to get. Don't have all abilities/perks cost the same, as some are very strong and others are just minor benefits. I know you guys redid these very thoroughly, so I appreciate that it's an iterative process, but if you're open to feedback then I'd suggest the following.
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