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Posted (edited)

I'm seeing this system pop up now and again more frequently but I think it does because it's a good one. 

Examples are; Abiotic factor, Elden ring, Project zomboid, fallout, and many more. 

You still start by picking a class, then you have points to spend based on that class. By default, class specific perks are tied to the class, but there are a number of generic perks you can use to further customize your character. I would further suggest the ability to purchase starting gear with points as well or even to start at a region of choice at the cost of points. Some people don't care about perks, but maybe they'll enjoy skipping right to having a full set of cloth bags and a bronze pick in a desert region if they so choose. 

So it looks something like; 

Pick commoner (20 points) Get a set of clothing and no special traits

Select Protector (higher chance to passively block with a shield, more damage blocked) 10 points

Athlete (sprint faster but drains satiety faster) 5 points

Woodsman (collect double sap, sticks and seeds) 5 points

Take nervous get 5 points back

Start with hunters pack backpacks (3 points)

Start with one temporal gear (2 points)

So you have a commoner with the traits :Protector, Athletic, Woodsman, Nervous

You start with common clothes, 4 hunters backpacks, and a temporal gear. 

-------------

Pick hunter (5 points) 

Take ravenous get 10 points (now 15 points)

Select good soup (allowing you to craft more nutritive soups) 3 points

Mushroom Epicurean (cooked poison mushrooms lose their damage) 3 points

Good eyes (better vison in darkness on surface, caves are still pitch black) 5 points

Start with a temporal gear (2 points)

Start with baskets (2 points) 

You start with hunters clothes and perks, along with ravenous, good soup, mushroom epicurean and good eyes. You have a temporal gear and 4 baskets.

 

Edited by MagpieOAO
Posted

Good mod idea. I've always disliked point-buy systems since I first encountered them in the '80s because they are very slow, prone to min-max, and, worst of all, fiendishly difficult to balance properly.

If incorporated into base game, it might be that in an on-line world, you could use revealed preference (which tweaks people actually chose) to dynamically adjust the values of each, though that would only reveal the relative values in a multi-player world.

But I still think that if one wanted to do things like this, a mod like XSkills does it even better. 

  • Like 2
Posted
7 minutes ago, Thorfinn said:

Good mod idea. I've always disliked point-buy systems since I first encountered them in the '80s because they are very slow, prone to min-max, and, worst of all, fiendishly difficult to balance properly.

If incorporated into base game, it might be that in an on-line world, you could use revealed preference (which tweaks people actually chose) to dynamically adjust the values of each, though that would only reveal the relative values in a multi-player world.

But I still think that if one wanted to do things like this, a mod like XSkills does it even better. 

Yeah balance was a concern that came to mind. Ultimately though it seems people are prone to min-max so it may be best to simply leave it up to the devs choice for the base game.Best way to ensure the kind of game they want.

Posted
On 6/23/2025 at 11:12 AM, Thorfinn said:

But I still think that if one wanted to do things like this, a mod like XSkills does it even better. 

I was going to mention XSkills--it covers this territory well, though one major issue I've found with that mod is that it's easy to "fall behind" in a multiplayer setting if everyone isn't playing at the same general pace. Likewise, it also homogenizes the classes a bit too much by the late game, unless you deliberately limit yourself in what perks you take.

Also if I'm not mistaken, Tyron is already on the record for stating he doesn't intend to add that kind of character progression to the game(it was in an interview with Oscillascape, I believe). What he suggested instead was some kind of additional trait system, where you could earn extra traits(either good or bad, and not necessarily permanent) in addition to the ones your character already starts with. Personally, I think that kind of system is better for the kind of game that Vintage Story seems to want to be, as it allows the player to add a bit more to their character over time, without making the character progression the dominant focus of the gameplay itself. As it currently stands, character progression is tied to all available gameplay loops; that is, to become stronger, you need to figure out how to do things like acquire better equipment and more well-rounded nutrition.

  • Thanks 1
Posted
On 6/24/2025 at 6:15 PM, LadyWYT said:

Also if I'm not mistaken, Tyron is already on the record for stating he doesn't intend to add that kind of character progression to the game(it was in an interview with Oscillascape, I believe). What he suggested instead was some kind of additional trait system, where you could earn extra traits(either good or bad, and not necessarily permanent) in addition to the ones your character already starts with. Personally, I think that kind of system is better for the kind of game that Vintage Story seems to want to be, as it allows the player to add a bit more to their character over time, without making the character progression the dominant focus of the gameplay itself. As it currently stands, character progression is tied to all available gameplay loops; that is, to become stronger, you need to figure out how to do things like acquire better equipment and more well-rounded nutrition.

I do like the sound of that! 

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