PC Loving A20 except the way loot is COMPLETELY BROKEN

It's not "just random."  It's "random, with certain probabilities adjusted way down and certain others way up."  There is no real reason why I shouldn't find and loot steel, I suppose, but there is also no real-world applicable, believable reason why beakers are gated behind an extremely low probability of finding them at all (as was found to be the case upthread), or for fishing weights to be as common as wildflowers.  I can only willingly suspend my disbelief so far.


Sorry, but your initial suggestion was not about specific probabilities. If you had said from the start "x is too seldom, y too common and those specific probabilities should be changed", there would have been a much different conversation here.

Sure, the probabilites have to be worked on, not surprising after the loot tables had a full rework. Honey could be a bit more common, beakers chance in mid or late game could be increased a bit. I don't think beakers should drop anywhere in early game though except through a lucky drop, as a chem station is the LAST workstation in this game. In other words nearly end-game content.

But your initial suggestion was to change random into fake-random, i.e. people should believe it is random but the game should remove any obstacles the survival part offers and make sure his "luck" never runs out. And this I object to.

Disbelief? So fully stacked traders with an invisible supply network but no defense and no customers but you does not already fire up your disbelief beyond repair, but some item not dropping enough does? There are so many believability holes in this game you could build an opera inside. Accept that this in no simulation or find a real simulation to play.

That's not even addressing the fact that finding parts to craft the things you've put points into remains an unreasonable slog.  By the time you find enough bow parts (for example) to make a wooden bow you either already have one or have moved past the need for bows/crossbows altogether.


Very true. I'm fully with you on this, we should find a lot less full weapons and more parts instead. Madmole seems to be working on a new weapon-crafting system, so it seems TFP recognized a problem there as well. Not saying the new system will be better, but advantages and disadvantages will be different.

In any case, it seems like a lot of you have objections to my complaints that can be summed up thus:  "That's not how I play!"  I mean, good for you, I guess?  Do you imagine forcing everyone into your particular playstyle would be a desirable thing? 


If it is about drop changes, then yes, a lot has also to do with playstyle. If we are still talking about random versus fake-random, then no, there is no playstyle that says I want to get stuff exactly when I need it. 

I suppose I could adopt a different, non-firearm-heavy playstyle if melee didn't come with a HUGE attendant risk of infection in the first few days-- which wouldn't be a problem if the chance of finding honey in stumps hadn't literally been reduced down to almost nothing; antibiotics are extremely difficult to find, and the trader cannot reliably be counted on to have even the herbal recipe, let alone actual pills.

The RNG giveth, and the RNG withholdeth, I guess, but not even the gods of Greek mythology were this capricious.

 
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, but there is also no real-world applicable, believable reason why beakers are gated behind an extremely low probability of finding them at all
Sure there is, they're fragile and break. And just how many places do you think have beakers in them pre disaster to be there for looting after? They'd be pretty damn rare in a real situation, makes perfect sense to me. Not that it needs to make sense anyway, it's all about gameplay. They used to be everywhere and that sucked. Having things hard to get is good.

 
Sorry, but your initial suggestion was not about specific probabilities. If you had said from the start "x is too seldom, y too common and those specific probabilities should be changed", there would have been a much different conversation here.

Sure, the probabilites have to be worked on, not surprising after the loot tables had a full rework. Honey could be a bit more common, beakers chance in mid or late game could be increased a bit. I don't think beakers should drop anywhere in early game though except through a lucky drop, as a chem station is the LAST workstation in this game. In other words nearly end-game content.

But your initial suggestion was to change random into fake-random, i.e. people should believe it is random but the game should remove any obstacles the survival part offers and make sure his "luck" never runs out. And this I object to.

Disbelief? So fully stacked traders with an invisible supply network but no defense and no customers but you does not already fire up your disbelief beyond repair, but some item not dropping enough does? There are so many believability holes in this game you could build an opera inside. Accept that this in no simulation or find a real simulation to play.

Very true. I'm fully with you on this, we should find a lot less full weapons and more parts instead. Madmole seems to be working on a new weapon-crafting system, so it seems TFP recognized a problem there as well. Not saying the new system will be better, but advantages and disadvantages will be different.

If it is about drop changes, then yes, a lot has also to do with playstyle. If we are still talking about random versus fake-random, then no, there is no playstyle that says I want to get stuff exactly when I need it. 
(If I weren't such a forum noob I'd know how to the point-by-point answer format you just did.  Alas.)

My initial post didn't say that in so many words, no, but I thought the meaning was clear enough.  Mea culpa.

I agree with just about everything you say here but, honestly-- if you prioritize intelligence you can have the option to build a chemistry station at level one.  You'd need to get lucky in other ways (like finding a forge schematic or a wrench), but it's at least within the realm of possibility to have it done within five levels.  Passing 50 levels without ever finding a beaker, though?  In anything?  Not even a broken chemistry station which would've required a beaker to be built in the first place?  Just when does "end game" start, anyway?

The game already has a certain amount of "fake-random" baked into it.  I merely wish for the fake-random to be adjusted to be less improbable.

Those "believability holes" you speak of?  I don't see them.  We get airdrops, and we start the game having been kicked out of someplace that had to be safe from zombies, so that points to civilization existing beyond what we can see, and one that has an investment in our survival for whatever reasons.  So I can make the leap of faith there.  I cannot make such a leap with 75 fishing weights.  I can't imagine that many existing in separate homes within a 100-200 meter radius of me in real life.  Trophies, sure, but fishing weights?  Nah.  Not happening.  I don't need this to be a reality simulation in order to point out that the game as it stands breaks my immersion.

Glad to hear Madmole is doing that.

Again, fake-random is already in the game.  I don't want to get stuff exactly when I need it; I find stuff before I can have a use for it all the time.  That's one thing storage chests are good for.  I wouldn't even notice this was happening if I could just bypass the RNG and craft a beaker in the first place.
 

Sure there is, they're fragile and break. And just how many places do you think have beakers in them pre disaster to be there for looting after? They'd be pretty damn rare in a real situation, makes perfect sense to me. Not that it needs to make sense anyway, it's all about gameplay. They used to be everywhere and that sucked. Having things hard to get is good.
Beakers can be made from plastics or metal, thus invalidating your "fragility" argument.  I maintain that in a house literally full of chemistry stuff you should be able to find one.  You should be able to loot one from a destroyed chem station since that might be a part that survived.  I don't need them to be everywhere; I just need them to be slightly more common than "you can buy a whole chem station before you can buy a beaker."  And again, if I could just craft the damn thing, I wouldn't even care about the RNG.  Having things be hard to get is only good up to a certain point, otherwise the ideal game would be one in which you could only loot fishing weights.

(why did the forum append this to a post I already made??)

 
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Those "believability holes" you speak of?  I don't see them.  We get airdrops, and we start the game having been kicked out of someplace that had to be safe from zombies, so that points to civilization existing beyond what we can see, and one that has an investment in our survival for whatever reasons.  So I can make the leap of faith there.  I cannot make such a leap with 75 fishing weights.  I can't imagine that many existing in separate homes within a 100-200 meter radius of me in real life.  Trophies, sure, but fishing weights?  Nah.  Not happening.  I don't need this to be a reality simulation in order to point out that the game as it stands breaks my immersion.

Glad to hear Madmole is doing that.

Again, fake-random is already in the game.  I don't want to get stuff exactly when I need it; I find stuff before I can have a use for it all the time.  That's one thing storage chests are good for.  I wouldn't even notice this was happening if I could just bypass the RNG and craft a beaker in the first place.
 

Beakers can be made from plastics or metal, thus invalidating your "fragility" argument.  I maintain that in a house literally full of chemistry stuff you should be able to find one.  You should be able to loot one from a destroyed chem station since that might be a part that survived.  I don't need them to be everywhere; I just need them to be slightly more common than "you can buy a whole chem station before you can buy a beaker."  And again, if I could just craft the damn thing, I wouldn't even care about the RNG.  Having things be hard to get is only good up to a certain point, otherwise the ideal game would be one in which you could only loot fishing weights.

(why did the forum append this to a post I already made??)
1, Well airdrops can be explain by: nevzgane is cutted by nuclear zone so only way to get is using a plane. In past separate homes were quiet common - now me have big corps and more people live  that in 40-50.

2 yeah beaker need to be crafted too. honestly  beaker is so easy to find. Idk how shops looks like in USA and what people keep in their house but if 7dtd get poland map you would find beaker in almost every big shop so i agree with you

 
You should be able to loot one from a destroyed chem station


But...you can.

<lootgroup name="groupChemistryStationLoot03">
    <item name="toolBeaker" loot_prob_template="veryLow"/>
    <item name="chemistryStationSchematic" loot_prob_template="low"/>
</lootgroup>

How is it not fake-random now? Everything comes off of lists.

What exactly is fake-random?


I thought in the context of this thread it meant "random, but with rubber-banding so that <what you need> becomes more and more likely the longer you don't find it". I'm not sure what "coming off a list" has to do with "fakeness" of random results? I mean, a roulette wheel just pulls numbers off of a list. Or to use an example more fitting, a roll of two dice simply gives a result from a known list, with some results more likely than others.

Game loot is truly random (setting aside that it must use a pseudo-RNG based on some seed value). The lists don't change that at all.

Edit to add: unless you meant that the only non-fake system would be "every item in the game has an exactly equal chance to be found at all times from any lootable container" in which case there used to be a mod for that. Find T3 Q6 guns in trash piles at level 2! Fun!

 
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I’m calling it now that acid will be your next white whale…;)
I'm not having trouble finding acid.  I won't be making as many Learnin' Elixirs because I'm not finding them like that, but I already have 7 and I've only had one Blood Moon so far.

But...you can.

<lootgroup name="groupChemistryStationLoot03">
    <item name="toolBeaker" loot_prob_template="veryLow"/>
    <item name="chemistryStationSchematic" loot_prob_template="low"/>
</lootgroup>
I stand corrected.  However, having the exact same garbage chance of looting it from a chemistry station as anywhere else is not what I meant.

 
Loot progression is way too fast, faster than player progression. In most of cases it's not even worth to invest into some perks just to build something because you get such items lvl 6 from loot earlier.

When we got on our server (private, 4 people playing) steel tools and perks to use them (especially Sexual Tyranosaurus), we already started to drop lvl 5 and 6 from loot. Workbench found in book before I, person dedicated to engineering, got skills for it. I've stopped upgrading grease monkey on lvl 3 (motorcycles), so we don't have 4x4, but yesterday we've made 3 x Gyro. Heavy armor perks? Yeah, I've made them only to remove penalty, because I already have Iron Armor lvl 5/6 from loot. Auto shotgun, didn't even had perks for this, got one lvl 3 from loot. Then we've found schematics, so I've made perks to build lvl 5's and use it better, but we don't have parts for it. Meanwhile I've found another lvl 5. I think I will start getting sixes before we find parts.

We even wiped server and started over to nerf everything a little. I also didn't make Lucky Looter on purpose, but still got that bad taste in my mouth.

I really don't mind changes and game evolution every Alpha, but A20 in matter of loottable is broken. Loot gives you everything you need for gamestage you are in. There is no need to struggle, to invest into anything just to be able to build it. One of mods said on this forum that changes are made because of care bears, because they complained about hardcore style of the game and nothing important to be found. It may work for newbies but core gameplay doesn't make sense now.

I also read that Quests are meta now. I thought about it and I must agree with that opinion. You can loot almost everything and get those missing "because you are unlucky" items from traders.

Only solution to make game harder now is to make XP boost at level lower than 100%, because everything depend on it. You won't have a feeling that you've unlocked half of game content on day 7. The problem are levels 40+ when it takes ages to level up.

 
     How much easier can the game be made? Struggling to find certain items has been much harder in the past, forcing you to rethink or restart and it should remain so. Otherwise you may as well start in a fully built and equipped base with an inventory full of all you need.

Pipe weapons already give too much advantage at low levels, expecting to easily find all you need is as unrealistic as fake randomising.

 
Pipe weapons killed bow experience. I also think that you got weapons too fast to invest any skillpoint in bows. I would say that it counts for all low/med tier items/technology. Why bother if you spend 2 more days to start with endgame technology?

 
Pipe weapons killed bow experience. I also think that you got weapons too fast to invest any skillpoint in bows. I would say that it counts for all low/med tier items/technology. Why bother if you spend 2 more days to start with endgame technology?


Even with the pipe weapons I continued to invest in my bow skills. I prefer to use the bow to keep myself stealthy as long as possible when I go loot.

 
Don't be coy, name names. I want to read this quote and know who said it.





This is only one reply, I suggest to read whole thread for context. I can't remember now, but I think it was in same thread in other comment that people were complaining that they can't find something for a long time.

 
     How much easier can the game be made? Struggling to find certain items has been much harder in the past, forcing you to rethink or restart and it should remain so. Otherwise you may as well start in a fully built and equipped base with an inventory full of all you need.

Pipe weapons already give too much advantage at low levels, expecting to easily find all you need is as unrealistic as fake randomising.
I don't disagree with most of this, but-- as has been pointed out ad nauseam, the game already does fake-random. 

FWIW, I don't want the game to be easier.  My objection is to pointless difficulty.  It's not an either/or proposition!  In fact, I would prefer not to be able to loot any weapons or gear higher level than (at most) one level beyond my ability to craft it, and I believe level 6 stuff should be available through crafting exclusively.  The game doesn't suddenly become "easy," however, because I found a beaker in a place where one might expect to find a friggin' beaker.  I don't see the gameplay detriment in that. 

But by all means, give me MORE lead fishing weights, in a deserted community where apparently no one owned a boat and there are no lakes or rivers!  Where did they do all this fishing?  Ditches?  Culverts?  The water treatment plant?

 
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Yeah, for the most part having or not having the stuff you want doesn't make the game easier or harder.

I mean the pipe machinegun I found on day 1 would work perfectly fine still on day 40, I'd just rather use the TAR and auto-shotgun.

I really don't see what the point of adding them was. I don't want to be slowed down and forced to use them either.

I'm still mostly cracking heads with the baseball bat, and probably still will until end game. It just has a more satisfying feel to it than the steel club. I'm still in the habit of using the guns for "Oh @%$#!" moments, although I remind myself to just have some fun with them since ammo is plentiful.

 
I don't disagree with most of this, but-- as has been pointed out ad nauseam, the game already does fake-random. 

FWIW, I don't want the game to be easier.  My objection is to pointless difficulty.  It's not an either/or proposition!  In fact, I would prefer not to be able to loot any weapons or gear higher level than (at most) one level beyond my ability to craft it, and I believe level 6 stuff should be available through crafting exclusively.  The game doesn't suddenly become "easy," however, because I found a beaker in a place where one might expect to find a friggin' beaker.  I don't see the gameplay detriment in that. 

But by all means, give me MORE lead fishing weights, in a deserted community where apparently no one owned a boat and there are no lakes or rivers!  Where did they do all this fishing?  Ditches?  Culverts?  The water treatment plant?
Given the new highway system it's easy to pretend the fishing weights are wheel weights. Also pure lead, and in more rural country you'll find the occasional Fudd combing the highway for just such things, covetingly. Same guys also ask you if you want your brass at the range. Strange breed, but respectable. Will always sell you mystery ammo for a fair amount of conversation instead of just cash. 

I have noted some things feeling particularly "rare" but I've also noted that traders have always had crazy good loot in the beginning when I can't afford it, then awful loot when I'm rolling in dukes. The game knows... I've also noted this happens after a certain gamestage shift for us, and it feels like something I've always noted. I can't put my finger on it, but it feels like as you go up in GS the game shifts what you see and some things just drop off. Wheels, acid, engines or batteries are the first to go for me, then books, food recipes. 

Ammo has been massively buffed to a point where I have three storage crates for just ammo, and I've made zero myself until recently. We play on stock difficulty, and I was rocking a crossbow until I realized I didn't need to conserve ammo anymore. 

If you play with airdrops on, they really seem to have lost their luster. In the early game we got little "kits" like you can choose from end tier quest rewards, but now it's usually actual trash. I'm not sure if that's a sort of balance, which I don't mind at all, or if it's a complete shift in its loot table. Over all the loot feels a little different, but vastly better and more supportive of building. 

 
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