Skill System Overhaul
Motivation for the rework
[p]Recent playtests and internal discussions revealed several core issues with the current skill system:[/p]- [p]Forced Progression Through Unwanted Skills – Players were required to level up skills they didn't want in order to access the ones they actually needed.[/p]
- [p]Limited Build Variety – Although the system allowed some variation through different skill trees, players using the same weapons often ended up with identical builds.[/p]
- [p]Delayed Meaningful Choices – The first meaningful decisions within the skill system came much later in progression than intended.[/p]
The reworked System
[p]Let’s take a deep dive into the new system.[/p][p]We still have 25 skill trees:[/p]- [p]7 for firearms[/p]
- [p]4 for melee weapons[/p]
- [p]10 for professions (like woodworking)[/p]
- [p]2 for armor[/p]
- [p]2 “other” trees for Endurance and First Aid.[/p]
Max Skill Level & Badges
[p]Each tree has an initial max level of 10. If you reach level 10 in a skill tree, you can invest a specific Badge to increase the maximum level by 5. For example, to increase the max level of your Assault Rifle Tree, you need to invest one of your Badges for level 10 to raise the max level to 15.[/p][p][/p]
Where to invest the points?
[p][/p]
Example Marathon Lungs
[p]I’ll explain the new system for active skills using the popular Marathon Lungs as an example.[/p][p]If you invest your first point into Marathon Lungs, you unlock the base version of the skill.[/p][p]Specializations
[p]If you invested 11 or more points in one specific active (not ultimate!) skill you can choose 1 out of 2 specializations. Each specialization costs 1 point.[/p][p]For Marathon Lungs you can choose between these two options:[/p][p][/p]
And What About Ultimate Skills?
[p]As mentioned, you can still invest up to 5 points in an ultimate skill. The difference is that now each invested point matters: stamina costs, cooldowns, and impact are improved with every point.[/p][p]Specific weapons in the New Skill System
[p]Based on feedback, we have decided to make further changes to Machine Guns and Rifles. Although these are part of the skill system, the changes will also affect how the weapons themselves function.[/p][h2]Machine Guns[/h2][p]In the old system, Mow’em Down for Machine Guns provided penetration damage, allowing you to shoot multiple zombies at once.[/p][p]We’ve now made this ability available for all Machine Guns by default. All Machine Guns can penetrate up to 3 targets, dealing 50% damage to each penetrated target without needing to use Mow’em Down. Some active skills increase this penetration damage.[/p][p] [/p][h2]Rifles[/h2][p]We’ve done a full overhaul of rifles and all their active rifle skills.[/p][p]For the moment, you can only find and craft these two rifles in the game:[/p][p]· Mk 14 EBR[/p][p]· SVD[/p][p][/p][p]We increased the attack speed of both weapons and set their magazine size to 20. Future rifles will be balanced within the same range.[/p][p]All rifles now come equipped with a scope, which you can activate using the right mouse button. Additionally, all rifles share the ability to hide the damage indicator on targets. This means you can shoot at distant players without revealing your position.Conclusion
[p]This skill system rework gives players more freedom, clearer progression, and meaningful choices. With the new badge system and weapon skill updates, building your character should feel more flexible and rewarding. We’re looking forward to your feedback in the upcoming playtests.[/p][p] [/p][p] [/p]