PC So was the point of A19 to get rid of "Realism"?

Should Primitive Stone tools and weapons be found in Sealed Pre-Apocalypse Sealed Boxes?

  • Yes.

    Votes: 40 16.1%
  • No.

    Votes: 144 57.8%
  • Yea, Even though its emersion breaking, for "Game Balance" you should find survivor made tools and w

    Votes: 24 9.6%
  • No, I cant craft lv6 quality loot as a survivor, why would people from before all this happen be sel

    Votes: 28 11.2%
  • I didnt read anything you wrote and just came here to say "Get Gud Scrub" Thus adding nothing to the

    Votes: 13 5.2%

  • Total voters
    249
It seems to me that the actual problem with loot in A19 has been shifted towards the strangely specific and weirdely controversial topic of sealed boxes. I think it's important to get something very clear: The problem with loot is in the gameplay itself, not just in the realism aspect. There's no incentive in looting when the game forbids you of getting anything else that's not made of stone for days. It's simply bad design.
I just did a pure agility run to day 35+ and I did not have that experience.  My base was fully concrete and mostly fully reinforced concrete by day 30 and I spent no time mining.  I constantly progressed via recipes, books, materials, resources, dukes, etc and the moment I got a forge I could craft the weapons I was skilled into.  I'd say there IS a problem with getting loot though.  The problem is that there is no Tier 1 pistol, sniper, machine gun, or int weapons.  The devs know this and have plans in that direction.  For now, the blunderbuss handles the early game quite well though.

Looting wasn't just incentivized for me, it was vital and it was constant progression.  Since I couldn't craft tools higher than Q1 and have no motherload skill farming resources was not really an option.  So getting those higher quality levels of stone axe and stone shovel mattered.  Scrapping all those chairs mattered.  All the cobblestone pallets, stone pallets, cement pallets, and scrapped/smelted looted metal items mattered.  Every recipe found mattered.  And buried treasure quests kept me stocked on clay :).

Scavenging was great progression for me.  And I'm a base builder at heart, in A17 the first thing I did was build a cobblestone base for D7 from scratch even though it took 5/7 days I had.  So the transition from me being mining/farming/base building focused in A16 to the "choose your path" philosophy they've been slowly making more and more prevalent made me step outside of my comfort zone.  Similarly the transition from "you can do everything" to "choose what you are good at" over the last several updates has required adjustment.  And the game is built with that in mind.  How you skill determines how you play and how reliant you are on looting or how reliant you are on mining.  Both should be using the trader, as only makes sense from both gameplay and "realism/immersion" perspectives.

I don't think everything is balanced/polished yet.  But I disagree vehemently that it's bad design.  It's very good design.  Unlike A16 and before the game now allows you to have many different playstyles effectively.  You're not forced into being reliant on mining, you're not forced into being reliant on scavenging you're not force to being reliant on a specific weapon or combat style.  You can focus on what you want effectively.  Don't want to scavenge?  Mine + trader.  Don't want to mine?  Scavenge + trader.  miners will craft tools naturally and scavengers will craft weapons naturally.

Realism and immersion MATTERS no matter how many walls of text anyone writes.  Of course, things aren't black or white. You can't ever have any game that's 100% realistic in every aspect, of course some things won't ever make sense. That doesn't mean creators should forget about immersion, it's simply absurd to suggest so. Movies aren't 100% accurate to reality either. Should we stop making movies that make any sense then? 
Technically everything matters, but it's all a tradeoff.  Realism vs gameplay.  Realism vs development resources.  Nothing happens in a vacuum.  In gaming realism matters but it's worth much less than gameplay and typically realism comes as the sacrifice of gameplay.  Red Dead Redemption 2 is a good example.  That game was extraordinarily realistic in some parts, and many people liked that and many people hated it.  Some liked the immersion, some HATED how long it took you to do any little thing like taking multiple seconds to loot each body.  People loved the combat the story and the character development but even people who liked the game were often very divided on the gameplay.

Content creators should always try to make their games as immersive as possible, if it's within their possibilities. When they stop caring about that, they start deviating from their own game and begin adding frustrating nonesense.
Should we take multiple seconds to loot each body in 7DTD?  It'd be more realistic and immersive.  Where do all the bodies go?  Why are there all these yellow bags?  Where are the bugs?  Where are colds and flus?  Why don't we sleep, shower, or poop?  Why don't we ever wash our hands even or clean our dishes?  Do we even HAVE dishes?  What is frustrating nonsense and what isn't?

Who makes that call?  You?  Me?  By what metrics do we determine what to make realistic/immersive and what not to?  What do we do when players and devs value each of those little aspects differently?  Do we listen to a few posters?  Do we listen to the devs?  Do we do a poll of the community and determine game development by committee?

Finding a spear and a T1 bow in a locked gunsafe in a gun store is simply nonesensical. It's a lazy system that forces the player to be weak because the game lacks what it needs to prevent players from getting too strong too soon in a way that's fun and makes sense. It breaks immersion and undermines gameplay, which makes the experience less enjoyable in return. Why? Because immersion matters. Saying stuff like the prying animation thing is just a strawman argument that tries to lessen the value of immersion in videogames.  
Disagree.  Someone looted that safe and because they didn't want to carry their now obsolete gear they replaced they left it in the safe and closed the safe.  That's completely logical.  Or maybe someone found an empty safe and used it to store their own tools out of convenience because they may not be fancy/high tech but it's the thin line between them living and dying and so are valuable to them.  Our survivor is superman/woman.  Normal people cannot take 3 seconds to craft a working stone hatchet from a few twigs, some grass, and a few stones that took them somehow 30 seconds to pick up.  Even rudimentary tools take time and effort to craft. 

This is part of the problem with "realism" evaluations in video games.  You're evaluating the worth of things via gameplay terms but then trying to apply realism/immersion to those very same concepts.  It's an inherent internal conflict in your expressed outlook.  You freely transition back and forth between gameplay and realism when it fits how you feel but it doesn't line up consistently when evaluated logically.  You can't cherry pick like that when making that argument. 

You literally just got through saying "Content creators should always try to make their games as immersive as possible, if it's within their possibilities." but then when discussing other immersion like the need to pry open wooden boxes (that people have made a big point of being "sealed!") to get undamaged contents it's suddenly a strawman.  This is why your arguments are self defeating. 

 
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Exactly. I hate it whenever there's a discussion about immersion there's always someone that goes "well, this this and that isn't realistic either, why are you complaining?". It's such a poor way of reasoning, especially with something that affects more aspects than immersion. 
And, if you say that you have other issues, you get attacked for WHY are you playing the game.  I always mod out spider zombies and will be modding out vultures as well; why?  Because they're not FUN for me to play with.  There's challenges and then there's annoying; the spider zombies jumping on my head from great distances annoy me and they ALWAYS get sniped as soon as I see them or blasted with a shotgun.  They will be disabled along with the vehicle-destroying vultures as soon as there's a stable build to A19; assuming the vultures aren't fixed.

Apparently, though, some people interpret that as "You're playing the game wrong.  You need to get used to the challenge."

No, I'm not playing the game wrong.  I'm having fun and, whenever something brings my fun to a grinding halt, I look for a solution; but that does not mean that the thing that brought my gameplay to a halt isn't a problem just because a work-around can be implemented.

 
You know what really breaks the realism in this game for me, being able to lift a 300+ lbs of concrete 10 meters over my head. Also building a chainsaw or anger with a car engine. Yet none of the realism post ever talk about it. It's very odd. If tfp really wanted amazing realism, they should replace the 4x4 with a post war jeep with all the attachments. I would love to be able to backup to a tree and mow it down with a massive saw blade on the back of my jeep.

I honestly like how they slowed the stone age down. I always found it a bit boring when I was able to be fully decked out and have a steal base by day 7, now I barely have weapons or concrete by day 14. It's definitely a nice change of pace. I love it if they made the POIs with a minimal game stage too, it would be great to be scared of going into a factory on day one again Also I kinda like the idea of the end loot only showing up for quests. Then I wouldn't be tempted to just cheese it real quick, although a radiated feral or something standing guard would help that too. Actually, a better idea would be to have all POIs "normal" then load/change to the dungeon version with the trader quests. 
I agree, I believe most complaining about "realism" are just salty as they don't get gud loot early game. I was surprised and maybe disappointed when I came across a Working Stiffs on day one and it had all stone tools in them. I realize now what the developers are intending us and I thank them for their efforts. The stone tools are now viable and as I never used the Blunderbuss in the past,  I have found a new love, hell I still used  it in horde nights at day 21 as it is an effective weapon in it's own right. Early game, carry two on your belt for a quick follow up shot.

 
Or one might be like me, who complains about immersion, and I could list hundreds of bullet of points of why these things are bad.

But I also love this game, and play it frequently with friends and we have a blast doing it.  😃  Any study of nuance brings up a lot of contradictory items to argue about, so i mean.. pick a card, any card?

 
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I just did a pure agility run to day 35+ and I did not have that experience.  My base was fully concrete and mostly fully reinforced concrete by day 30 and I spent no time mining.
Notice how I never mentioned base building. The problem is with the items you get when looting. Now, obviously it seems like in spite of the new system you still find loot worth it in your experience. Wanna know my experience? Let's see what's in this Working Stiffs. Scrap, scrap, scrap, scrap. Great! I just got 8 stones out of that Working Stiffs. Woo hoo!

So yeah, I'm glad there's people who are able to enjoy the way the new system works. I personally don't. However, the fact that it's still really illogical to find such loot in such POIs is exactly that, a fact.

Technically everything matters, but it's all a tradeoff.  Realism vs gameplay.
You seem to have the same mentality that madmole has, which is that for some reason you guys think a game can only have one thing or the other, and that neither can coexist together. Realism vs gameplay? I've got a better idea, how about this: Realism + Gameplay. Sounds better to me; doesn't it to you? Plenty of games have managed to have great gameplay and are very immersive, why can't this one? 

You literally just got through saying "Content creators should always try to make their games as immersive as possible, if it's within their possibilities." but then when discussing other immersion like the need to pry open wooden boxes (that people have made a big point of being "sealed!") to get undamaged contents it's suddenly a strawman.  This is why your arguments are self defeating. 
This is the problem with you, that you seem to be unable to understand what suspension of disbelief is, so I'll try again. Yes, your argument is strawman, because when I go "this doesn't make sense" you go "Well, this and that doesn't make sense either and you don't care about that, therefore it's invalid", just like you did here:

Should we take multiple seconds to loot each body in 7DTD?  It'd be more realistic and immersive.  Where do all the bodies go?  Why are there all these yellow bags?  Where are the bugs?  Where are colds and flus?  Why don't we sleep, shower, or poop?  Why don't we ever wash our hands even or clean our dishes?  Do we even HAVE dishes?  What is frustrating nonsense and what isn't?

Who makes that call?  You?  Me?  By what metrics do we determine what to make realistic/immersive and what not to?  What do we do when players and devs value each of those little aspects differently?  Do we listen to a few posters?  Do we listen to the devs?  Do we do a poll of the community and determine game development by committee?
I can do this exact same thing with any other media out there. I can pick any movie and nitpick about every little aspect that doesn't make sense. Does that mean all the effort that went into the immersion and logic of said movie is worthless because there are other aspects that aren't addressed? No, because suspension of disbelief is a very serious aspect to take into account in every story. While some details may end up unexplained, the movie and the characters make sense in everything they do, and the story is coherent.

Even though each person has a different level of suspension of disbelief, and some details matter more to some than others, there can't be any big distracting errors that take the audience away from the experience. This is what's called suspension of disbelief, and it doesn't matter how many times you try to disregard it as worthless, or how many times you call other people's arguments "self-defeating", you won't change the fact that it's very important. The same rule of suspension of disbelief applies to this game.

So again, you will never see things that are 100% perfect in trying to represent reality. Each content creator has to make sure all the major aspects of their products that may break immersion are addressed. Looting and progression are HUGE aspects of this game, and if they don't make sense, then it's a gameplay and immersion problem.

I agree, I believe most complaining about "realism" are just salty as they don't get gud loot early game. 
Nope. If TFP decided tomorrow that now all the Tazas indian chests in the game contained 5 assault rifles of the greatest quality and 2 rocket launchers on day 1, I would most certainly rant again.

 
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I say, if you try a little bit, you can come up with any narrative you like. 

This applies to everything.

Take, for example, the Solar grand minimum happening as we speak.

-One side says: We are doomed and most of the worlds population will die off from starvation in a few decades (our sun will be cooler for some time).

-I and others say the greenhouse gases we have generated should offset the cooling.  Like earth wearing a blanket.

-One could go so far as saying the money grabbing industrialists are heroes, saviors of humanity!  😋

So, just try to find a way to enjoy the game... while it lasts. 
The stellar astronomer side says:

- the "grand solar minimum" is not actually happening (just a normal 11-year cycle so far), the Dalton Minimum was actually caused by volcanic eruption, and solar minimums have almost nothing to do with "cooling" of the sun and everything to do with reduced sunspot activity, fewer solar flares, etc. At most, the stratosphere might contract a bit due to reduced UV and low-earth orbit satellites will require less fuel to stay in orbit (yay!) and LEO junk might take longer to decay and fall back to Earth (boo!). Even a century-long solar minimum would be absolutely dwarfed by the effects of greenhouse gasses, and the planet will continue to heat up. Amusingly, one should not rely on The Sun for scientific information about the Sun.

 
Notice how I never mentioned base building. The problem is with the items you get when looting. Now, obviously it seems like in spite of the new system you still find loot worth it in your experience. Wanna know my experience? Let's see what's in this Working Stiffs. Scrap, scrap, scrap, scrap. Great! I just got 8 stones out of that Working Stiffs. Woo hoo!
Game has always been RNG loot.  I don't know how many updates I've gotten stuck because I couldn't find a forge recipe early on and all the forges I found were broken.  RNG will continue to be RNG.  You're going to have boxes like that.  And then you'll have others that give you stone tool upgrades, recipes, materials, etc.  Difference is in A17 you were rocking full firearms by Day 7.   It was reliable you had multiple firearms by day 7.  Now you won't.  Early game matters now.

You know what's illogical?  Finding guns and tools everywhere in an already scavenged post apoc world.  Realistically the population centers are going to have picked basically everything clean of most of the valuable stuff and left only low value stuff behind.  There are traders, there are supply drop planes, and there is the note we get dropped off with so we already know population centers exist.  Bandits will only add more people who are constantly looting the countryside.

I'm sorry, but most of the places we are looting were already picked clean.  That's how an apoc works.  We got a mini taste of that in 2020.  If the boxes being "sealed" bothers you then the complaint should be to change the boxes to look as if they've already been opened before until high gamestage rewards.
 

So yeah, I'm glad there's people who are able to enjoy the way the new system works. I personally don't. However, the fact that it's still really illogical to find such loot in such POIs is exactly that, a fact.
And your feedback is valuable.  You making "statements of fact" that don't hold up however is not.

You seem to have the same mentality that madmole has, which is that for some reason you guys think a game can only have one thing or the other, and that neither can coexist together. Realism vs gameplay? I've got a better idea, how about this: Realism + Gameplay. Sounds better to me; doesn't it to you? Plenty of games have managed to have great gameplay and are very immersive, why can't this one? 
That's because you CAN'T have it all.  Development money and workhours are limited.  You always have to choose, always.  99% of games don't have everything a developer wants to put in it or even close.  But at some point you must ship and at some point you must move on to a new product.  So this comes down to determining what you core vision is and target audience is.  You HAVE to choose.  Only the biggest and most wealthy AAA titles can really start to blur that line.  Red Dead Remption is an example of a game that blurs the line.  But one of the largest complaints about Red Dead Redemption shows that the realism of that game is actually one of the biggest weaknesses.  Spending multiple seconds to loot a corpse, the lengthy hunting and gutting animations, etc.  It ironically became a game that many people loved alot, but started to hate playing it.

Maybe the fact I agree with Madmole here is because I'm QA and also work in the game industry :).  I understand alot of the realities of game development and how much of what you're shown doesn't actually exist but is actually smoke and mirrors to prevent you from understanding just how heavy of limitations games work within. Frustum Culling for example, which Kotaku actually has a pretty good article showing.  Though it seems they didn't know the term for it :P.

TFP is a small indie company, they have to be very focused and deliver not only what they think will serve the largest amount of the target audience possible but what they also believe in and are passionate about.  Because once that passion dies, everyone loses.  Quality slips, people leave teams, and typically the game stops receiving support.  Though in the really bad cases they start balancing almost exclusively via community feedback and that.....ends poorly.  Community feedback is valuable, but it must be balanced with proper game design and while the community can be surprisingly insightful and helpful they are also wrong quite alot too and a community having prolonged control of a games development usually destroys that game.  Successful community development comes from small tight knit groups who take over a game who basically become the new developers now having to content with their own community and that mentioned balance.
 

This is the problem with you, that you seem to be unable to understand what suspension of disbelief is, so I'll try again. Yes, your argument is strawman, because when I go "this doesn't make sense" you go "Well, this and that doesn't make sense either and you don't care about that, therefore it's invalid", just like you did here:
I understand it just fine.  But it must be applied consistently.  If your going to enforce realism logic as a virtue then you have to be consistent in your application of it.  You can't pick and choose.   Either realism is important or it isn't.  The moment you do not have firm criteria and instead start creating two sets of standards your entire system of decision making on that becomes debatable.

When I watched Amazon's "The Boys" my suspension of disbelief was fully active and it's critical to that show.  It's important that the show follow it's own rules.  When I watch "The Tick" I don't give a flying fig about whether the world is believable, because I'm there for humor.  Suspension of disbelief is very important for specific games and movies and etc and not very important for others.  Most fall somewhere in the middle.  It's not a binary, suspension of disbelief varies depending on the goals/genre/tone of the media involved.  It's not a very strong component of 7DTD.  7DTD is a very mechanical game that sometimes has nice thematic touches.  But at no time has the world been believable and it's never been set up to be believable.  The setting and the story are just a backdrop for a satisfying gameplay experience and a bunch of tense moments of panic.

If you're looking for an immersive survival game you're in the wrong place.  That's never been what this game is about.  If it was it'd play a helluvalot more like The Long Dark instead of making us low level superheroes building entire castles on our own while mowing through the zombies hordes with 5,000 lbs of stone and wood in our infinite bag of holding.  This is one of the most arcadey survival games on the market.

 
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It's about making it consistent with the setting of the game,
If that’s true then there really is no problem because in this game ALL sealed shipping crates have primitive tools and weapons of varying quality. There is no inconsistency so your objection is unnecessary. 
 

You know what else....there are zero Working Stiffs stores in the world today. No Shamways, no Poopy Pants Daycares, no AmIGone Funeral homes, no Shotgun Messiahs, no Crack-a-Books.  
 

it’s almost like none of the current businesses in the game even existed pre-apocalypse. It’s almost like civilization fell and then a new civilization rose up controlled by The Duke who had a psychotic sense of naming and the pre-apoc business all got new names slapped on them and dealt in a lot of hand-crafted merch. Of course this new civilization couldn’t sustain itself either given the zombie threat and it too fell to what we have in the game. 
 

See? If consistency is all your after then you just need a plausible backstory to make it work. There is no inconsistency with how the sealed shipping containers work. You just don’t like it. 

 
"Shipping Container of Uncertain Provenance Which Must Nevertheless Be Broken Open Before Looting"

Stick that in your Localization.txt; problem solved.

 
That's where you're wrong, kiddo:

https://www.amigone.com/
HAHAHAHAHAHA...I want to break out the old SNL skit: "It's pronounced ah-MIH-go-nee!"

I searched for Crack-A-Book, thinking it the most-likely IRL doppleganger. Never thought to try Am-I-Gone. Poor Daniel and Molly Amigone.

ourfounders.jpg


 
HAHAHAHAHAHA...I want to break out the old SNL skit: "It's pronounced ah-MIH-go-nee!"

I searched for Crack-A-Book, thinking it the most-likely IRL doppleganger. Never thought to try Am-I-Gone. Poor Daniel and Molly Amigone.

ourfounders.jpg
I met the manager at a Funeral Director's conference a few years back; nice guy, and the name stuck in my memory.  I thought it was intentional when I first played the game.

There are a lot of oddly named funeral homes out there; another fun one is this:

https://www.adolfservices.com/

They get a LOT of cremation jokes; as is expected.

It's actually a SLIGHT secret in the funeral industry that if you have a name that's memorable it aids in retention when people are selecting a funeral home and gives a slight edge over your competition.

 
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I'm sorry, but most of the places we are looting were already picked clean.  That's how an apoc works.  We got a mini taste of that in 2020.  If the boxes being "sealed" bothers you then the complaint should be to change the boxes to look as if they've already been opened before until high gamestage rewards.
...

I see you still didn't get what I was saying. I don't know where exactly I said the boxes thing was an issue, but no, that's not it. Please read again. Also, the towns being picked clean thing is another example of suspension of disbelief that you're, sadly, just not understanding. Is it a problem to find loot despite there being an apocalypse? Maybe to a small amount of people, but if the loot is balanced and placed where it's supposed to be then it's a minor problem. Is it a problem if it's unbalanced and nonsensical? Yes, it's a problem on gameplay and immersion.

And your feedback is valuable.  You making "statements of fact" that don't hold up however is not.
Baselessly saying they don't hold up won't help you. The way it is now, it makes no sense to find such loot in those places, no matter how you look at it. Sorry.

You HAVE to choose.
Listen, I know games are hard to make, I'm not saying it's easy. If we were arguing over amount of zombies vs framerate, I would definitely agree with you here, but we're talking about balance in loot and immersion. Something that isn't easy to do, but certainly not a "one or the other" situation like you're trying to make it look. They can certainly achieve a balance between the two, which is what I'm hoping they'll do once they fix the current loot system that they themselves have said is not shippable.

This is one of the most arcadey survival games on the market.
This I agree with, and I understand your point. However, you must also understand that just because a game is arcadey doesn't mean you can let immersion fall flat on its back. "Who cares, the game isn't supposed to be realistic anyways" isn't a good thing to hold on to.

While arcadey, the game still has a story that's told through the actions of the player in the world they're placed in. All the details are put together to make the player feel like they're part of the world presented to them; like they're part of an adventure in an universe that still holds the rules and logic of the real world to some extent. That's what makes it feel "alive".

The moment immersion starts going down the drain because "who cares just a gaem brah" is when many people stop enjoying the game, because the game keeps reminding them they're just playing a game all the time. It's like seeing the puppeteer instead of the puppets. Everything feels forced, artificial and staged, and that special feeling the game once had is now lost.

I'm not saying that's the case right now with 7dtd, but I will do all I can to prevent it from happening to it. I think the devs realize the importance of it as well, which is why they have worked on so many little details that make the immersive experience better within the latest alphas.

 
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...that is not the game that The Fun Pimps have in mind. It has nothing to do being "based on reality" except to the extent that The Fun Pimps see "based on reality" as a design goal. Which is not for us to decide.
I'm not so sure about that. If you're saying my interpretation of TFP is wrong, how can you say yours is right? At the end of the day, what I said is based on information I have playing the game: 7 days to die is based on bog standard zombiepocalypse: the world still makes sense, except for the part where the dead comes back to life. Pretty much the rest of the game works that way. The only time it's broken is with the sealed crate early game

People are very hung up on the word "sealed". They put that into the game so you would know you need to beat the crate open with an axe. It was not meant to carry all of the meaning people are reading into it e.g. "pre-apocalypse modern tools!" They should find another description besides "sealed" so everyone can get past this.
and yet it wasn't always this way. This problem, that people are "very hung up" about, is new to this patch. As far as I remember, you used to not find stone axe or stone shovel in those crates. It may be the fact that stone tools used to not be in the loot table, but I digress. As far as the "problem" goes, yes the word 'sealed' is the problem. Removing it, I believe, would result in people not complaining anymore because now there's plausibility someone's rummaged through it

 
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If that’s true then there really is no problem because in this game ALL sealed shipping crates have primitive tools and weapons of varying quality. There is no inconsistency so your objection is unnecessary
Sure, with retcon everything is possible. For example, apparently there's one last Time Turner out there somewhere

See? If consistency is all your after then you just need a plausible backstory to make it work. There is no inconsistency with how the sealed shipping containers work. You just don’t like it.
Just like this one

and as far as I can see, that is fine. Effort has been made to rationalize it, and honestly despite the little personal attack there, if you think about it for a moment that's all that was asked: an answer to "why does a pre-apocalypse container have a post-apocalypse item in it?". If an answer has been provided, then whether it is good or bad, an answer has been provided regardless.

 
Sure, with retcon everything is possible.
Until there is cannon in the first place how can there be retcon...?

Everything is conjecture and personal imagination until an official timeline, backstory, and game period storyline is revealed.

despite the little personal attack there


Sorry if I generalized your motives. It just seems like a lot of the complaints have more to do with a desire to get the best stuff sooner rather than real outrage at the type of containers being rendered. If I unfairly lumped you in there then I apologize for my assumption.

dammit...okay...

Well....stuff my pockets with singles and send me to The Booby Trap....

(I already googled it. Topeka, Kansas...who knew?)

 
Well....stuff my pockets with singles and send me to The Booby Trap....

(I already googled it. Topeka, Kansas...who knew?)
Just postulating.

If you put a single on some half-nude ladies g-string, they would all jump you and you would be rolling around the floor... with all those... hmmm... singles you say?

 
Better question is: would you expect a loot room with a treasure chest inside of a small 2 floor house? IMO the loot rooms should have a VERY low chance to spawn in a poi. With most of the time they spawn without the chest in it (maybe 5-10% chance for the chest to spawn, higher in higher tier poi's). Its stupid that every poi just about has a treasure chest at the end loaded with loot, nevermind the fact that the people in this world are nuts or something with how most poi's are dungeons. I mean we got zombies that have a structural engineers degree, and can swim faster than a player can, which btw is still slow as @%$*#!, this really needs to be fixed, a 5 year old can swim faster than your char can, and most 5 years can barely doggy paddle properly lol.

 
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