Debug Points Increase

If your killing them, then you get more death drops from the zombies.[/quote]

To my experience only survivor & scientist zeds (and maybe zed cops, firefighters and soldiers) are worth killing for their drops.
Sure, technicians, shockers and bio-operators are pretty good too, but not recommended for starting characters.

Speaking of this debug, i created a character with all the available good and bad traits on a challenge lab character.

I didn’t live very long.

Honestly, I can’t even play the first day. Marloss Man and his successor were so powerful because they were lucky, and that’s it. 80% of my survivors don’t live past the first day, and most of the remainder don’t live beyond ten. Before Marloss Man, my longest time surviving was 13 days.

Whatever happened to him, anyway? I’ve heard a lot about him, but I haven’t been able to find the story of Marloss Man.

Dodge skill man, like jump 'round the zeds and stuff.

Running away like a true men always gets me through the first days.

I like to stay holed up in my starting shelter, tearing down furniture and curtains, boarding up windows, and use the rags from the curtains to make a duffel bag and some basic stuff while you wait for sun down.
Admittedly I use a bit over 100 points to start, which I use to start with about 4 base in all skills and a bit higher in melee. Plus I almost always start as a bionic prepper or either industrial or commercial cyborg to have that internal toolkit which is infinitely helpful early on.
I got bored with the grind at the start so I started giving myself a baseline in all skills to speed up that grind.

I used to adjust to more points. It was easy and boring.

The survival fun is when you utilise 6 points with 12 trait limit to create the best build.

I was sad when they changed the stats through skills. It allowed me to not take 12 points of disadvantages and put my stats to 4. So many fun opening scenarios and professions to use.

There is a fine line between exploiting features and debug options.

[quote=“alamarx, post:27, topic:11454”]I like to stay holed up in my starting shelter, tearing down furniture and curtains, boarding up windows, and use the rags from the curtains to make a duffel bag and some basic stuff while you wait for sun down.
Admittedly I use a bit over 100 points to start, which I use to start with about 4 base in all skills and a bit higher in melee. Plus I almost always start as a bionic prepper or either industrial or commercial cyborg to have that internal toolkit which is infinitely helpful early on.
I got bored with the grind at the start so I started giving myself a baseline in all skills to speed up that grind.[/quote]

I prefer to break all the benches and make a cart and box to carry all the things in, and use the sheets and other supplies for clothes, nailboard traps, makeshift corwbar, makeshift pick-locks, and then cart everything useful to the nearest town and start looting.

I make a weapons (depends on current character build) level my tailoring and make a storage item and reinforce my clothing, then make a brazier out of the locker then scavenge for food and then level up my construction by reinforcing doors and windows. After a week of that I finally go into the cities.

Yea, I go a little faster paced early game. Also do my construction leveling by dismantling everything with makeshift screwdriver/ hammer if I don’t find em soon enough for my liking. (though only to lvl 1) I play with skill rust, so I have to keep doing a little of everything until I can manage to get med, and electronics up enough, and install memory CBM. I like the way that makes the game tier, even if I havn’t gotten to do it yet.