More than a year has passed since we told our group in vk that the pumping system will be completely redesigned. It's time to talk more substantively and reveal some details.
We have tried to answer some of the most common questions you asked in today's Dev Diaries.
Please note that the changes described below are in the works, may change and are not the final version. What will happen after the release of the upgrade? After the release of the update, all the experience gained by the players (survival, support, combat) will be summed up, the old perks and tabs will be removed, and a "perk tree" will appear in their place. Based on the accrued experience, the player will be given a level and the corresponding number of skill points. At the moment, the maximum level is 150, while even with the old pumping 30/30/30, players will have a wide scope for improvement, and they will be able to continue to gain experience by increasing their level. We will provide the exact ratio of old levels to new ones a little later. Experience gain will remain the same, but will be balanced across locations, including mechanics and quests. The deeper you go into the zone, the stronger the opponents will become and the more difficult the quests for which you will gain more experience.

As the level rises, the player will receive skill points, which he can invest in the perks that interest him. Each perk costs a certain number of skill points, while some perks will cost more than others, since they provide a significant bonus, and some will be available for study only after certain conditions are met. You will not be able to study absolutely all perks - skill points will be enough for half. At the same time, if a player wants to change his set of perks, he can discard them (once for free, in the future you will have to pay a certain price).
At the very beginning, the player will have access to the main “inner ring” - the basic perks that must be learned in order to unlock the entire skill tree, after which it will be possible to start your journey.

The skill tree is divided into 6 branches: Weapons, Hunting, Crafting, Medicine, Survival, Stalker. Each branch has its own directions.
An example of the Medicine branch:
- the player can specialize as a combat medic, effectively helping his teammates on the battlefield
- can improve their skills of crafting medicines
- can better assimilate medications on itself and effectively fight against dangerous environmental factors, pumping additional Survival
Example of a Craft branch:
- the player can specialize in repairing armor, cleaning or improving weapons
- improve the skills of crafting equipment
- improve your medicine crafting skills
Some branches will depend on each other. For example, if you want to improve the craft of medicine to the maximum, then you will need to pump both Craft and Medicine, that is, if you do not start to pump Craft, then the crafting of complex medicines will not be available. Or, for example, if you want to more effectively fight the diseases and dangerous entities of the zone, then you need to pump Survival and Medicine. There is no need to worry about recipes that have already been learned by the players - they will not be deleted.

The player himself chooses how to pump perks and what role he will play, based on his style of play. At the same time, the choice of a branch will not impose restrictions on the use of weapons, armor, devices and other items (with the exception of machines for creating items). Each branch has perks that open up new mechanics, such as holding your breath, crafting medications, improving weapons, full-fledged cooking on a fire with a pot, accelerated healing of yourself, accelerated resuscitation of an unconscious player with the ability to regain lost positive effects or reanimate without a serious wound. butchering mutants with the extraction of rare parts, increasing the visibility range of caches and boxes, fast loading of magazines.
When creating a pumping, we wanted to achieve the maximum possible variability and depth of gameplay, to make the player's choice something really important and interesting on the way of becoming his character. The system will definitely undergo deep testing and we will be glad to hear your suggestions on its account.
That's all for today. In the next issues we will continue to introduce you to the innovations!