Red loot bags

NiteVIper

Scavenger
Did they remove the red loot bags from the zombie bears? Went to the bears den, killed them both. Neither of them dropped a red loot bag like they used to every time in 1.4
 
Did they remove the red loot bags from the zombie bears? Went to the bears den, killed them both. Neither of them dropped a red loot bag like they used to every time in 1.4
They just reduced the chance of them dropping so they aren't guaranteed anymore. This is likely to compensate for the additional bag drops that were added for other zombies.
 
Yea I killed a Dire Wolf outside my base and no loot bag. Got pissed. Thx for the clarification. Didn't know they weren't guaranteed now. What a shame after killing such a powerful beast.
 
I think faatal said he was going to change the regular drops to 0.03 instead because people were saying 0.04 was too much. Not sure if that got into 2.1 or if he changed his mind.
Honestly, I think they need to pick a number balanced against all other ways to obtain whatever and leave it at that. It's just going from unbalanced to unbalanced with every update.
 
@InfiniteWarrior That´s kinda the nature of a game that is in development and still missing content. The final balancing is usually done once a game is feature complete. Sure they can try and will do to a certain point, but putting in too much time simply doesn´t pay off if you have to go over it again once you added new content and/or game mechanics.

And if someone wants to argue that this is V2 already, just don´t. The game is still in early access.
 
I think faatal said he was going to change the regular drops to 0.03 instead because people were saying 0.04 was too much. Not sure if that got into 2.1 or if he changed his mind.
They were at .05, and were reduced to .04. That change was done during experimental.
 
Honestly, I think they need to pick a number balanced against all other ways to obtain whatever and leave it at that. It's just going from unbalanced to unbalanced with every update.
Balancing is something that happens in development. They'll choose a value that looks good to them, then let players play the game and see what feedback they get. If the feedback is that the number is too high or too low, they'll make adjustments.
 
The final balancing is usually done once a game is feature complete.
I didn't say optimize. These numbers are just constantly going back and forth, back and forth....and back and forth again...from unbalanced to unbalanced among ways to obtain. Leave 'em alone if you want to do a final balancing act, I say.
 
I didn't say optimize. These numbers are just constantly going back and forth, back and forth....and back and forth again...from unbalanced to unbalanced among ways to obtain. Leave 'em alone if you want to do a final balancing act, I say.

So, I am used to Beta being the balancing point. But I am also used to those updates being done weekly. I.e. developement will change a number, wait a week for feedback and adjust.

I guess once they decide what system they are sticking with, we might get to the above, or just go for release and do it after V1.......oops, "Did I do that?"
 
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