Bring back Combining

Grandpa Minion

Active member
Now that people finally realize bandits are coming no time soon ive decided to put an order in to bring back the workbench COMBINER.

A. great feature most everyone liked that should have never been taken out...

B. make the combiner max item to lvl 5 gear | lvl 6 gear would still have to be farmed and crafted that way legendary parts wouldnt be effected...

C. the combiner feature code already exists

D. allowing players to combine items removed alot of unnecssary items off the server (thousands of items) 

image.png

 
Now that people finally realize bandits are coming no time soon ive decided to put an order in to bring back the workbench COMBINER.

A. great feature most everyone liked that should have never been taken out...

B. make the combiner max item to lvl 5 gear | lvl 6 gear would still have to be farmed and crafted that way legendary parts wouldnt be effected...

C. the combiner feature code already exists

D. allowing players to combine items removed alot of unnecssary items off the server (thousands of items) 

View attachment 33840
Aren't you the same person who was telling people to stop asking for stuff because they had so much stuff you felt needed fixed?  And now you're asking for something that really isn't needed?  Lol!

 
 And now you're asking for something that really isn't needed?  Lol!
Huge difference in asking for stuff that doesnt exist vs stuff that already exist that was taken out.

combiner was added in a15 of this decade project nothing new for sure.

https://7daystodie.com/alpha-15-release-notes/

image.png

NOTE: stuff like this is why we always hear people say on the forums old school 7d2d was so much better and "my favorite alphas to play" vs the current state of the game

 
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Huge difference in asking for stuff that doesnt exist vs stuff that already exist that was taken out.

combiner was added in a15 of this decade project nothing new for sure.

https://7daystodie.com/alpha-15-release-notes/

View attachment 33841

NOTE: stuff like this is why we always hear people say on the forums old school 7d2d was so much better and "my favorite alphas to play" vs the current state of the game
That system was removed because of two reasons. 

1. It was heavily exploited to get end-game level gear too early.

2. The quality system it was based on was removed.

 
Now that people finally realize bandits are coming no time soon ive decided to put an order in to bring back the workbench COMBINER.

A. great feature most everyone liked that should have never been taken out...

B. make the combiner max item to lvl 5 gear | lvl 6 gear would still have to be farmed and crafted that way legendary parts wouldnt be effected...

C. the combiner feature code already exists

D. allowing players to combine items removed alot of unnecssary items off the server (thousands of items) 

View attachment 33840
A) Highly subjective assessment, same as mine below.

B), C) are obviously a stop gap and have been replaced with more cohesive systems to achieve similar results.  Regressing to items having components (that can be upgraded) would be better than this tedious abomination.

D) May or may not be a valid point.  I would suggest that the "combine" feature instigated a lot of these items hanging around.  Scrap them or sell them are also valid options to achieve the goal.

 
Maybe of it was temporary or perhaps 

Rather then level you can combine something and upgrade something on it like durability, damage, attack speed, etc 

 
*This got moved here, and it's NOT what my original subject was is about*

Not sure why this was moved. My topic was - Allow Upgrading by CRAFTING the next level within that tier using the difference in resources. This wasn't a cheap and easy upgrade path like the combining method. This requires crafting the next level, you can't find and combined them. That is a much different thing. You would still need to know how to craft it, which the combining didn't require you to know how to do. Again this is not the same as the combining method. This requires your knowledge and also requires a workbench and the material difference between them.

Essentially, if I have a Stone Ax level 1 at full durability, a workbench would allow me to upgrade it to a level 2 Stone Ax, with the difference in crafting resources between level 1 and level 2. If that is two easy, maybe 66% the total if you scrap the previous tier during the crafting process. Something to promote progression.

Currently I know a lot of people will just hold back crafting until they reach another tier, but this would be a lot more satisfying on the crafting front to progressively get the next tier without needing 100% of the resources for every level 1-6. 

Thoughts? 
Drawbacks?
Reasons why this shouldn't be added?

 

 
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*This got moved here, and it's NOT what my original subject was is about*

Not sure why this was moved. My topic was - Allow Upgrading by CRAFTING the next level within that tier using the difference in resources. This wasn't a cheap and easy upgrade path like the combining method. This requires crafting the next level, you can't find and combined them. That is a much different thing. You would still need to know how to craft it, which the combining didn't require you to know how to do. Again this is not the same as the combining method. This requires your knowledge and also requires a workbench and the material difference between them.

Essentially, if I have a Stone Ax level 1 at full durability, a workbench would allow me to upgrade it to a level 2 Stone Ax, with the difference in crafting resources between level 1 and level 2. If that is two easy, maybe 66% the total if you scrap the previous tier during the crafting process. Something to promote progression.

Currently I know a lot of people will just hold back crafting until they reach another tier, but this would be a lot more satisfying on the crafting front to progressively get the next tier without needing 100% of the resources for every level 1-6. 

Thoughts? 
Drawbacks?
Reasons why this shouldn't be added?

 
I think something like your idea would be better! 

Able to upgrade your level 5 axe too say have better attack speed and extra mod slots vs a level 1 steel axe would be a nice 

 
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*This got moved here, and it's NOT what my original subject was is about*

Not sure why this was moved. My topic was - Allow Upgrading by CRAFTING the next level within that tier using the difference in resources. This wasn't a cheap and easy upgrade path like the combining method. This requires crafting the next level, you can't find and combined them. That is a much different thing. You would still need to know how to craft it, which the combining didn't require you to know how to do. Again this is not the same as the combining method. This requires your knowledge and also requires a workbench and the material difference between them.

Essentially, if I have a Stone Ax level 1 at full durability, a workbench would allow me to upgrade it to a level 2 Stone Ax, with the difference in crafting resources between level 1 and level 2. If that is two easy, maybe 66% the total if you scrap the previous tier during the crafting process. Something to promote progression.

Currently I know a lot of people will just hold back crafting until they reach another tier, but this would be a lot more satisfying on the crafting front to progressively get the next tier without needing 100% of the resources for every level 1-6. 

Thoughts? 
Drawbacks?
Reasons why this shouldn't be added?

 
Honestly, this is an excellent idea.  I'd actually craft things other than quality 1 and quality 6 items then (well, outside of the stone tier, those are so cheap I don't mind crafting each quality level.)

 
*This got moved here, and it's NOT what my original subject was is about*

Not sure why this was moved. My topic was - Allow Upgrading by CRAFTING the next level within that tier using the difference in resources. This wasn't a cheap and easy upgrade path like the combining method. This requires crafting the next level, you can't find and combined them. That is a much different thing. You would still need to know how to craft it, which the combining didn't require you to know how to do. Again this is not the same as the combining method. This requires your knowledge and also requires a workbench and the material difference between them.

Essentially, if I have a Stone Ax level 1 at full durability, a workbench would allow me to upgrade it to a level 2 Stone Ax, with the difference in crafting resources between level 1 and level 2. If that is two easy, maybe 66% the total if you scrap the previous tier during the crafting process. Something to promote progression.

Currently I know a lot of people will just hold back crafting until they reach another tier, but this would be a lot more satisfying on the crafting front to progressively get the next tier without needing 100% of the resources for every level 1-6. 

Thoughts? 
Drawbacks?
Reasons why this shouldn't be added?
It isn't really a bad idea, but I don't think it would really make me want to do the intermediate levels any more than now.  Even if the cost was just the difference and not higher than that, I wouldn't really feel any need to worry about it.  The difference between levels isn't significant enough to make it a big deal if I wait to upgrade until a higher quality level or tier.  But it wouldn't hurt to have something like that either.

 
Honestly, this is an excellent idea.  I'd actually craft things other than quality 1 and quality 6 items then (well, outside of the stone tier, those are so cheap I don't mind crafting each quality level.)
This is what I am getting at. Being behind a massive resource debt for the next incremental upgrade sucks the "fun" out of upgrade for me. Hence the level 1 to level 6 path so many take.

The difference between levels isn't significant enough to make it a big deal if I wait to upgrade until a higher quality level or tier.  But it wouldn't hurt to have something like that either.
I can see what you mean. On a regular scavenging run it's not that significant. What I think about mainly is on horde night that small difference can mean less ammo needed and less broken weapon/repair kit down time. The durability gain can be pretty significant at higher levels.

 
I can see what you mean. On a regular scavenging run it's not that significant. What I think about mainly is on horde night that small difference can mean less ammo needed and less broken weapon/repair kit down time. The durability gain can be pretty significant at higher levels.
I've never had a problem with low ammo since back in A20 unless it's the first horde night or if I forget to bring much ammo with me.  And I never craft ammo.  So I don't really worry about how many shots it takes to kill something.  I know what to expect and make sure I have the ammo with me to cover it.  There have been a few times where my estimate has been very close and I was down to a small amount of ammo, but I'm usually good at judging what I need.  And I don't think I repair more than twice in any horde night on 2 hour days... at least once I am up to Q5-Q6 tier 3 weapons.  So durability isn't really an issue for me either.

Either way, it's not a bad idea even if it probably wouldn't impact me much if it was added.

 
I was thinking about this the other day, and while my idea should probably be a mod, I think I'd like it if the previous quality was required to craft the next, instead of just being an option (with the cost being the current difference in price.)  Not only would it get me to make the intervening qualities, it would use up more legendary parts if you needed a Q6 stone spear (for example) to make the Q1 Iron Spear.

Probably wouldn't include guns in that, just because the different tiers of guns are actually quite different, but for melee weapons and tools I think it would be a fun way to progress.

 
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