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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