Rotor
Well-known member
I did that, no unlocks via perks. Day 20 with no workbench makes for interesting game play.
I didnt do anything, I just ignore traders. Day 22 no wbench/furnace or chem station


I did that, no unlocks via perks. Day 20 with no workbench makes for interesting game play.
雑誌システムの最大の問題は、雑誌システムという枠が大きく用意されていたことそのものに収束するかもしれません。
必要以上に重要なシステムであるように見えてしまうことです。
現状、雑誌システムでできることは、銃スキルを集中的に取得し、より早く高Tier低品質の銃を作ることだけです(このメタは強力ですが、本当にそれしかできません)。
ほかはせいぜい、トレーダー禁止プレイをする際にロックピックスキルを取って作業台を作るくらいでしょう。
(他に、多少効率的になる程度ではなく、絶対に必要なクラフトスキルがあったら、誰か追記してください)
(google translation)
The biggest problem with the magazine system may come down to the very fact that the framework of the magazine system was so large.
This makes the system seem more important than it needs to be.
Currently, all you can do with the magazine system is focus on gun skills and make higher tier, lower quality guns faster (this meta is powerful, but that's really all you can do).
Other than that, the most you can do is take the lockpick skill and make a workbench when playing a game where traders are prohibited.
(If there are any other crafting skills that are not only slightly more efficient, but are absolutely necessary, please add them.)
I would imagine in a no trader play through, you'd also have to perk into trap making otherwise later game hordes are going to be problematic.Without trader I would need a point in vehicles. Not because I would fail without it, but because mid-game would be tedious without the comfort and range the vehicles provide.
i solved this problem in the way, that i create a 10k map with lots of citys and tradersI don't object to the magazine-based learn-by-reading system... but in our next world together my buddy plans on only taking the magazines about farming and cooking and giving me everything else and just let me do all the crafting. Thinking about it, the skills points just give you better performance with whatever it is you got and help you find more parts for it in loot. It has no effects on crafting, like reducing ingredient cost or improving the stats. He figures he'll manage the farm, food, and mining all the resources, whilst I do everything else.
On the one hand this does seem simpler -- rather than me bothering him for the random things based on what he's perked into, I can just do it myself. And rather than figuring out what magazines go to whom and accidently reading the wrong one now and again, I just eat whatever magazine that isn't about farming or seeds.
I say eating the magazines, 'cos it's not like I give it to my buddy when I've finished reading it.
Yeah, this is really not a change conducive to the base @%$# or even multiplayer in general.I have a question. I played the A21 a few times and as the "base b!tch" I find that I am at a disadvantage on skilling up and finding magazines since I am not the one looting things. Of course my other players can bring me mags for the skills I need if they find them, but I don't get any bonus for finding mags since I am not the one looking for them. Obviously I do go out and loot a little, but in a typical game, my other 2 players would have looted everything close by the base. Any thoughts other than "get out and loot" since my toon tends to be a bit agoraphobic. Looking forward to the new characters customization in A22
I do agree with this. Some slot machine games work, but it would be nice to have skills be more intentional. As the streamer LegendOfTotalWar says, mechanics that give you agency are meaningful for the player, or as Sid Meier said, good games give the player interesting choices.After a bit more experience, I'm actually thinking the magazines are not what we want. They're largely random, not a predictable result of anything you do. Y
As I already said in my initial comment, the magazines are also irrelevant to the perk system - they just let you craft stuff. My buddy has taken the magazines for cooking and farming and gives me everything else even if he's perked into it - so I just craft everything. He might be perked into intellect and engineering but I'm the one that knows how to make the forges and the bikes 'cos he gives me all the magazines. It's simpler in a sense, but I don't feel like we're a team as much as in earlier games where we each perked into stuff the group would need, we all had a role and we all contributed.
I do agree with this. Some slot machine games work, but it would be nice to have skills be more intentional. As the streamer LegendOfTotalWar says, mechanics that give you agency are meaningful for the player, or as Sid Meier said, good games give the player interesting choices.
If it were the actual skills that were randomly assigned in progression I would be against that too. But it is simply the recipes for gear, food, medicine, armor, transportation and building blocks that are random and will cause a varied result in when you attain the recipe to craft those things. And in most cases you aren't even going without-- you are just going with an inferior version until you can find the recipe for the better version.
So I've done a lot of thinking about this.... and you're right. I've said before that I kind of miss when finding (or not finding) Forge Ahead was a right of passage and had a significant impact on your early game play.
That said, I still don't like the magazine system and I think this stems from two points.
1. I don't like how your perk choices so strongly impact what magazines you find. Having it increase the chance for some is fine.... having it effectively decrease your chance of finding others kind of sucks. Particularly for players like me, who play solo.
2. I don't like that magazines are found in certain types of loot, encouraging you to target things like mailboxes and book shelves. I think it would far better if magazines could drop from any kind of loot with equal frequency so that you'd just acquire then through normal game play without even really having to think about it.
This doesn't bother me so much.
In the past we've had loot scattered randomly across the world in whatever container and had the complaint from many that location and theme-based loot containers is better because with the former it soon becomes apparent that it doesn't matter in the least where you explore. One place is as good as another.
If the Pimps wanted to lengthen the early stage of the game, couldn't they just give you more to perk into...?
f, however, perking in reduced the crafting ingredients and reduced the crafting time, as it does in cooking, maybe even boosted the average stats a little bit (durability, damage), that by itself would help reconnect perks with magazines. If me making a shotgun without the perks uses more materials, takes longer, and maybe results in lower-average stats, it would be better if the guy perked into shotguns makes the shotgun.
You can find the opinion of TFP about the huge perk boni to magazine drop chance here:
https://community.7daystodie.com/a21-bugs-main/not-a-bug/perk-boost-for-magazines-is-unexpectedly-huge-r605/?tab=comments#comment-9625
(google translation)
I think that many players who complain that the number of magazines that appear does not increase even if they acquire skills do not understand that the appearance rate will interfere with each other by acquiring multiple skills. (The explanation only says that it will increase, so that is natural.)
For example, Advanced Engineering is responsible for electrical appliances, traps, workbenches, repair tools, and four types of magazines, so if you acquire this, you will be far removed from acquiring firearm magazines.
I suppose, though, that it is a value in the xmls that can be changed for those that would rather the boost be a bit less?