The balancing issue is that some armor doesn't even make sense to use. Wear something that gives a bonus to all weapons or wear something that gives the same bonus to only certain weapons or certain enemies?I really don't get the complaining about this. A lot of the individual pieces are great because they give you more flexibility in how you spend your skill points. And if you find switching armor pieces to be tedious--don't. The game does not force anyone to play optimally. It's nice to have the option to wear miner/lumberjack helmet, miner gloves, nerd outfit etc. but it's not necessary. I also think that a lot of people are missing the roleplay aspects to the armor sets. Just because a particular player does not roleplay doesn't mean other players won't enjoy that aspect. It's fine that some of the set bonuses are niche. For min/maxers, there will always be one armor set or mixed set that is optimal. This is inescapable. Everything doesn't need to be perfectly balanced.
Personally, I like Jonah Birch's idea that you should be able to loot armor that has the normal bonus plus a randomly rolled bonus from another piece. This would encourage looting in the mid- to late-game and would allow better itemization. This would allow those who want deterministic crafting to have their purple items and those who enjoy finding items in loot to loot something worthwhile. I also generally agree that TFP probably needs to think about adding chase items to loot tables: Quality 7 weapons or similar. As it stands now, once you craft your purple weapons from your perked attribute(s) there's not much you can find in a loot container that brings a meaningful thrill.
The balancing issue is that some armor doesn't even make sense to use. Wear something that gives a bonus to all weapons or wear something that gives the same bonus to only certain weapons or certain enemies?
They are going to balance it and adjust values. It is better for them to hear what needs fixed before they do.
Adding Q7 to loot tables will just repeat the situation of Q6. Crafters will complain that they can't craft it. I personally wouldn't mind armor and weapons that can only be looted, but there is a strong push to craft everything and TFP apparently agreed it at least caved in and made Q6 craftable.
In previous alphas I didn't 'progress from light to heavy' I would pick the armor I wanted to use for that playthrough.The balancing issue is that some armor doesn't even make sense to use. Wear something that gives a bonus to all weapons or wear something that gives the same bonus to only certain weapons or certain enemies?
They are going to balance it and adjust values. It is better for them to hear what needs fixed before they do.
Adding Q7 to loot tables will just repeat the situation of Q6. Crafters will complain that they can't craft it. I personally wouldn't mind armor and weapons that can only be looted, but there is a strong push to craft everything and TFP apparently agreed it at least caved in and made Q6 craftable.
And yes, they removed armor progression from the game. You can craft any class of armor at the same time. No one will progress from light to heavy being just using whatever they find, which isn't the same thing. You now use primitive until you find real armor or craft it. You can craft all armor of the tier you have unlocked without progression. Once you get Q6, there isn't anywhere to go and you get that in the early game, or at worst, in the very early mid game even without trying.
How often did you choose heavy armor in the first week? Or at least the first days, even if you found it? I know I didn't. Even though I used heavy armor, I wouldn't start wearing it right away because it just didn't work well without stamina. Of course, for light armor people, there wasn't any progression before either because they started with what they wanted. But at least with heavy armor, I generally worked to it as stamina went up. Now, by the time you can craft a good set, you probably have stamina and don't need to worry about what armor class it is. And until then, the random armor you find and use will usually be a mix of armor classes, so doesn't really affect you much regardless of stamina unless you happen to find only heavy armor.In previous alphas I didn't 'progress from light to heavy' I would pick the armor I wanted to use for that playthrough.
I do think they have the armor mags a little too heavily weighted for the loot tables. I think they just want people to be able to play with the new toy.
Although if they don't change the weight, I wouldn't complain.
Why? All this does is penalize people who don't want to spend all their play time looting. It's already bad enough with the magazines. They've basically massively nerfed a particular playstyle, and it doesn't need any more nerfing.this game needs some chase items
You made me think, now you suffer the ping...Being only able to get the best equipment by looting isn't a good option in this game.
Like I said, I'm a looter through and through. I love games where I can go find unique items from quests, bosses, exploration, and so on. I don't really enjoy crafting and only do it if I need to in most games. But this isn't really a loot-centric game. It's much more of a sandbox game that allows for a wide variety of things you can do that don't involve much looting. Forcing people to loot in order to get the best stuff rather than crafting it, or at least buying it, just isn't a good idea for this game, imo. But give me that setup in every other game!You made me think, now you suffer the ping...![]()
Best legendaries I've seen are .. boss loot. Preferably the things a boss uses while fighting, with some version of the boss's combat moves implemented into an effect. Second best, a combination of crafting and questing, towards a lore-reasonable thing... In 7dtd terms..
- you loot a rare "insight" from a cop zombie. "This could become something useful"
- you might go discuss your insight with a gunsmith NPC (once such things are in, if ever)
- you end up getting a quest to harvest 2 rad cops for their acid-spewing giblets. (drop, or a specific harvest tool, or something)
- you use the giblets to craft / (or have the gunsmith craft) a legendary two-barrel acid-bomb-spewing shotgun. if you use shotgun ammo, or something more nasty to feed it, it's up to anyone's imagination.
- is it any good? I dunno, but it's a whole lot more legendary than a "shotgun+1" from the creation ..![]()
Add steps, remove steps, but have it involve doing something special at least. Other than opening the T6 Infestation end loot ...![]()
Skip the first step and just make it a quest triggered when you hit max magazines for whatever item type, and I'd be generally okay with this. Otherwise it requires me to go out and farm zombies (it might drop during horde night, sure, but I might not get the chance to loot it before it despawns.)You made me think, now you suffer the ping...![]()
Best legendaries I've seen are .. boss loot. Preferably the things a boss uses while fighting, with some version of the boss's combat moves implemented into an effect. Second best, a combination of crafting and questing, towards a lore-reasonable thing... In 7dtd terms..
- you loot a rare "insight" from a cop zombie. "This could become something useful"
- you might go discuss your insight with a gunsmith NPC (once such things are in, if ever)
- you end up getting a quest to harvest 2 rad cops for their acid-spewing giblets. (drop, or a specific harvest tool, or something)
- you use the giblets to craft / (or have the gunsmith craft) a legendary two-barrel acid-bomb-spewing shotgun. if you use shotgun ammo, or something more nasty to feed it, it's up to anyone's imagination.
- is it any good? I dunno, but it's a whole lot more legendary than a "shotgun+1" from the creation ..![]()
Add steps, remove steps, but have it involve doing something special at least. Other than opening the T6 Infestation end loot ...![]()
Because there needs to be a reason to loot after you have maxed your weapons through crafting which happens pretty early. It’s been pretty clear that TFP believes looting is a core element of the game. Q7, legendary, or rare items provide this reason. No particular game owes you what you want, when you want it, or how you want it. If you don’t share TFP’s vision, the game is easy to mod yourself and there are a plenty of mods that change crafting and skill progression. What TFP can’t do is half-ass the core mechanics to be all things to all people. If questing and looting are to be a lynchpin of the game, TFP needs to provide a meaningful reason to quest and loot after you’ve maxed your chosen weapons through crafting.Why? All this does is penalize people who don't want to spend all their play time looting. It's already bad enough with the magazines. They've basically massively nerfed a particular playstyle, and it doesn't need any more nerfing.
Crafting is just as much part of core gameplay as looting, though. And TFP made that clear with the recent changes to get people crafting more instead of looting. I highly doubt they'll add Q7 to vanilla except potentially as a DLC after gold. And if they do, it's extremely unlikely to be limited to looting. They said they may be adding more to the "legendary" (Q6) items to make them more interesting, but they'll still be craftable. That's probably the most we'll see for high quality items.