Roland
Moderator
There is a lot of frustration surrounding the looting progression of A19. Some hate the fact that sealed containers have primitive gear in them. I am not going to speak to that in this post. What I want to mainly address is the overall plan as it has been revealed for loot progression. I hope to alleviate fears but I also recognize that you can't please everyone so I'm sure that there will be those upset by even the overall plan and you are welcome to share your opinions here once you understand where this is all headed.
Currently loot progression has been slowed down and gated by gamestage milestones. Once you reach a certain gamestage you will begin to see better loot as well as tougher enemies. This progression is not strictly "leveled loot" but more like "leveled probabilities". You still have a chance at getting high tier gear at low gamestage but it is extremely rare. Probabilities shift towards high quality goods becoming more likely to appear as your gamestage increases. This means of course that you can still also get crappy primitive stuff from time to time even if your gamestage is high.
WHERE IS THIS ALL LEADING?
The good news is that the current progression is just a first step towards an ultimate goal. The goal, in case you were wondering, is to have a wide variety of loot that is exciting to obtain while at the same time maintaining the relevance of crafting in the game. Also the devs want there to be differentiation and risk assessment when deciding to go for particular loot. Historically it hasn't really mattered much where you looted as it was all the same loot wherever you went. Shotgun Messiah boxes in a simply house attic in the forest was exactly the same as Shotgun Messiah boxes in the Factory in the wasteland. The devs want the latter to have more exiting things in them as long as the player is willing to take on the greater risk in obtaining them.
WHAT CHANGES WILL BRING THIS ABOUT?
These are the changes revealed by Madmole in the dev diary that they plan to do. There has been nothing said yet about backtracking any of these design choices so as of now these steps are still the plan. Other than Step 1 which has already happened there is not particular order to the next steps and most if not all of the rest could be completed by time A20 comes out so the order won't really matter to us.
Step 1: Tie both loot and enemies to player gamestage. This has been slowly happening (mostly with enemies) since A17 but really took a huge noticeable leap in A19 when the loot had its turn to get in line with gamestage. THIS IS THE PRESENT STATE
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ PLANNED
Step 2: Add a modifier to each biome and each POI that increases the player's gamestage while inside it by a certain amount. That modifier could be zero or it could be much higher. Modifiers of POIs within Biomes with modifiers would stack. By making it possible for POI's and Biomes to have a higher gamestage rating that will result in both tougher enemies and better loot.
Step 3: Add primitive weaponry for each attribute tree so that there is greater variety of weaponry that works well with each attribute during the primitive stage.
Step 4: Add legendary weaponry so that there is even greater variety. The most recent remarks by Madmole that I remember were that legendaries will be of any quality tier but have special mods pre-attached that will give great bonuses when using that weapon. Could this mean that plain quality six gear could be re-opened to crafting? Possibly but that hasn't been confirmed.
Step 5: Add a Random Encounter Manager so that random encounters can happen giving the player the illusion of greater zombie activity without hurting performance. This feature would also tie into the gamestage system to create a range of risky encounters. An example would be a regular supply drop would have gamestage modifier of 0. But the random encounter manager could place a crew of bandits around that supply drop adding a significant gamestage modifier and thus making the loot in that supply drop much better than it would have been.
Step 6: Implement a method for preventing the nerdpole smash and grab. There has been no official word on what that method will be although Madmole seems to like the idea of needing to find a key.
RAMIFICATIONS
Once all the pieces are in place we will be back to a world with diverse loot to be scavenged-- way more diverse than ever before. Players will decide for themselves by assessing risk and rewards for whether they want to play it safe and slowly progress by sticking to easier areas and letting their own unmodified gamestage determine the loot they get and enemies they face or whether they want to enter the wasteland and search an infested factory for the best loot. If they get it and survive then they will have a definite advantage in the early game.
One thing I didn't mention which could also relate is that there is code right now for three levels of radiation with indicators for the player for when they enter areas of that intensity of radiation. It seems that this, once implemented, could tie in as well to this system but it hasn't been mentioned like the six I outlined by Madmole.
Currently loot progression has been slowed down and gated by gamestage milestones. Once you reach a certain gamestage you will begin to see better loot as well as tougher enemies. This progression is not strictly "leveled loot" but more like "leveled probabilities". You still have a chance at getting high tier gear at low gamestage but it is extremely rare. Probabilities shift towards high quality goods becoming more likely to appear as your gamestage increases. This means of course that you can still also get crappy primitive stuff from time to time even if your gamestage is high.
WHERE IS THIS ALL LEADING?
The good news is that the current progression is just a first step towards an ultimate goal. The goal, in case you were wondering, is to have a wide variety of loot that is exciting to obtain while at the same time maintaining the relevance of crafting in the game. Also the devs want there to be differentiation and risk assessment when deciding to go for particular loot. Historically it hasn't really mattered much where you looted as it was all the same loot wherever you went. Shotgun Messiah boxes in a simply house attic in the forest was exactly the same as Shotgun Messiah boxes in the Factory in the wasteland. The devs want the latter to have more exiting things in them as long as the player is willing to take on the greater risk in obtaining them.
WHAT CHANGES WILL BRING THIS ABOUT?
These are the changes revealed by Madmole in the dev diary that they plan to do. There has been nothing said yet about backtracking any of these design choices so as of now these steps are still the plan. Other than Step 1 which has already happened there is not particular order to the next steps and most if not all of the rest could be completed by time A20 comes out so the order won't really matter to us.
Step 1: Tie both loot and enemies to player gamestage. This has been slowly happening (mostly with enemies) since A17 but really took a huge noticeable leap in A19 when the loot had its turn to get in line with gamestage. THIS IS THE PRESENT STATE
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ PLANNED
Step 2: Add a modifier to each biome and each POI that increases the player's gamestage while inside it by a certain amount. That modifier could be zero or it could be much higher. Modifiers of POIs within Biomes with modifiers would stack. By making it possible for POI's and Biomes to have a higher gamestage rating that will result in both tougher enemies and better loot.
Step 3: Add primitive weaponry for each attribute tree so that there is greater variety of weaponry that works well with each attribute during the primitive stage.
Step 4: Add legendary weaponry so that there is even greater variety. The most recent remarks by Madmole that I remember were that legendaries will be of any quality tier but have special mods pre-attached that will give great bonuses when using that weapon. Could this mean that plain quality six gear could be re-opened to crafting? Possibly but that hasn't been confirmed.
Step 5: Add a Random Encounter Manager so that random encounters can happen giving the player the illusion of greater zombie activity without hurting performance. This feature would also tie into the gamestage system to create a range of risky encounters. An example would be a regular supply drop would have gamestage modifier of 0. But the random encounter manager could place a crew of bandits around that supply drop adding a significant gamestage modifier and thus making the loot in that supply drop much better than it would have been.
Step 6: Implement a method for preventing the nerdpole smash and grab. There has been no official word on what that method will be although Madmole seems to like the idea of needing to find a key.
RAMIFICATIONS
Once all the pieces are in place we will be back to a world with diverse loot to be scavenged-- way more diverse than ever before. Players will decide for themselves by assessing risk and rewards for whether they want to play it safe and slowly progress by sticking to easier areas and letting their own unmodified gamestage determine the loot they get and enemies they face or whether they want to enter the wasteland and search an infested factory for the best loot. If they get it and survive then they will have a definite advantage in the early game.
One thing I didn't mention which could also relate is that there is code right now for three levels of radiation with indicators for the player for when they enter areas of that intensity of radiation. It seems that this, once implemented, could tie in as well to this system but it hasn't been mentioned like the six I outlined by Madmole.
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