Red loot bags

So, you consider a guarantied Red Bag every time you kill a Demolisher, Dire Wolf or Zombie Bear to be fun?
Sure do, but to be fair, I was NOT getting a red bag from every Demo guy, even back in v1.4. Many a Horde Night was played, where I got no Dire Wolves at all, and the vast majority of my Demo dudes would just die w/out dropping a bag. Not fun.
A random chance is a lot nicer since you don't know what to expect and it's cool when you actually do get a Red Bag.
No, not really. Perhaps if the lower chance were scaled to the difficulty, while early game/low level kills were still at 100%, and only dropped off as your gamestage and power/level exceeded where killing one was "just another kill", and not some hard fight, that suddenly results in zero rewards.

Not a fan of no red bag chances, especially for the biggest and baddest critters in the game.
I consider this a great change; much better balanced now.
You and I will have to agree to disagree on this one. Way worse to have tried to get the 'red bag', early on, and get nothing for all your hard work. Either do the scaling thing, or set it back to how it used to be, 100% drop rate at all times. That would be a better and more fun/rewarding gameplay. Like they say, "If it ain't broke, don't fix it"
 
I've killed a handful of Dire wolves, and zombie bears. Used to be, we always got a red bag, why am I not getting these now in v2.0?
This was exclusively in version 1.X.
Because that was fun. And fun things get changed/removed.
This was game breaking. A guaranteed bag killed all motivation for other actions. Why explore, search, craft something if you can get everything just by running around the wasteland.
 
The new forums either don't have polls, or I am to stupid/blind to figure them out, but even so...

For the idea of lesser rewards for the apex enemies, Dire Wolves, Zombie Bears, & Demolishers wouldn't it be a better system to do either/both of the following instead of spoiling the fun when you can finally kill the big bad?

1) When killing a "Big Badd", if your character is low level/under geared, the "RED BAG" is 100%, and only start falling off when/if, your character killing a "Big Badd" has become routine.

2) Even if the "Big Badd" killing has become less of a trial, , and more of a routine, they should still drop a loot bag, so gradually downgrade them from 100% red bag drop rate, to 50-75% red bag, but if no red bag, then blue bag instead. They are, after all is said and done, still the "Big Badd", and killing them should never result in no bag at all.

What does everyone else feel about this?
 
They are, after all is said and done, still the "Big Badd", and killing them should never result in no bag at all.
I think I know what you're getting at. In any other game, the "Big Bad" would always drop a unique weapon or armor set or what have you. It's expected when defeating a "boss." There are no unique "boss" entities in 7 Days to Die, though, just these tougher enemy types and tougher enemy types traditionally have been treated as just normal enemy types in the game.
 
Since when did a stew ingredient become "Big Badd"?
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I think I know what you're getting at. In any other game, the "Big Bad" would always drop a unique weapon or armor set or what have you. It's expected when defeating a "boss." There are no unique "boss" entities in 7 Days to Die, though, just these tougher enemy types and tougher enemy types traditionally have been treated as just normal enemy types in the game.
Considering their number, they cannot even be called unique.
 
I think I know what you're getting at. In any other game, the "Big Bad" would always drop a unique weapon or armor set or what have you.
While I hear you, a red loot bag is hardly a 'unique', so I have to respectfully point out, that while you are correct, they surely do not count as a 'Boss', neither is a red loot bag such a drop.

What did you think about the drop being tied to character level/character gear?
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... just these tougher enemy types and tougher enemy types traditionally have been treated as just normal enemy types in the game.
Traditionally, they dropped a red bag, 100% of the time, and no other critters did, so...
 
Traditionally, they dropped a red bag, 100% of the time, and no other critters did, so...
Traditionally? From version A17 to version A21, the bear threw me a bag only once. What you are writing about is typical only for version 1.x and has nothing to do with tradition.
 
Considering their number, they cannot even be called unique.
There are no unique "boss" entities in 7 Days to Die
Traditionally, they dropped a red bag, 100% of the time, and no other critters did, so...
No idea why they don't do that 100% of the time now. You'd have to ask TFP. Could be they have "boss" entities planned for the future. Could be they don't. It's not like the red bags contain anything unique, though, just a little more rare and different than the other loot bags. The game's overreliance on automation and RNG is a bit of sticky point with me, so I'll leave it at that. Just trying to understand where you're coming from.
 
Traditionally? From version A17 to version A21, the bear threw me a bag only once. What you are writing about is typical only for version 1.x and has nothing to do with tradition.
Sorry, but I've only had the game since Feb, 2024. During that time, the zombie bears, when I could kill them at all, always dropped red loot bags. I cannot comment on earlier behavior, as I didn't have the game back then
 
Sorry, but I've only had the game since Feb, 2024. During that time, the zombie bears, when I could kill them at all, always dropped red loot bags. I cannot comment on earlier behavior, as I didn't have the game back then
The game is constantly changing. The developers are trying to find a balance between different mechanics.

For example, in A17 there were no magazines, and the level of weapons/tools/armor that you could craft was determined by the corresponding skill. At the same time, it was impossible to craft items with quality 6, the 5th was the maximum.

Then magazines appeared and the dependence of the loot level on the biome. When this happened, I wrote "crafting is dead" on one of the forums. Because collecting magazines took quite a lot of time. Instead, it was easier to come to the wasteland and search cars, of which there are many. Weapons/armor/tools/drones with quality 6 were often found in trunks. Why craft something if it is easier and faster to find something. And crafting items of quality 6 was impossible back then.

In version 1, we were given the opportunity to craft items with quality 6. but at the same time they were removed from the loot. And in the same version, the ability to collect red bags in whole piles appeared. And these red bags brought an unpleasant imbalance. Arriving at 10 PM in the wasteland in a 4x4 with an empty trunk, I left at 4 AM with a completely filled car trunk and a full drone with 3 cargo modules. At the same time, not only were the cartridges not spent, but their number increased significantly. And this is not to mention the books and magazines, the number of which during the night exceeded the number that I could find in POI or in any other places.
 
Just trying to understand where you're coming from.
Gotcha. I guess what I am on about comes down to this:

If TFP want to 'fix' the overabundance of red loot bags, when there is such a thing, that I could understand.

If killing a single zombie bear takes a payers undivided attention, and quite some time to accomplish, an automatic red loot bag is both the proper reward, and not something that needs fixing.

So what I am saying is, don't just change the loot drop for the 'Big Badd', and make it dependant on RNG (which sucks), but, if you feel the need to tone down the rewards based upon the ease with which such can be/are killed, make a system that still rewards folks that are weak/under equipped being able to do so, and only then start tapering off the rewards.

In v2.1, my friend and I are just now reaching day 43, we turned Horde Night off because we were not ready, what with all the changes to the game/skills, and we are both still not able to craft level 6 armor parts. Back in v1.4, we would have had level 6 armor sets by day 14, so the game is more balanced now than ever before (In my experience), but it still is possible to find/loot/buy items far to fast/before you could craft them.
 
If killing a single zombie bear takes a payers undivided attention, and quite some time to accomplish, an automatic red loot bag is both the proper reward, and not something that needs fixing.
That's the problem, you don't need much time. The minimum you can go bear hunting with is either a pump-action shotgun with green cartridges or an assault rifle. And if your character is well-leveled, you can get by with a steel club, steel knuckles or an electric shock. Maybe you can kill them with a steel spear, but I haven't tried it.
In v2.1, my friend and I are just now reaching day 43, we turned Horde Night off because we were not ready, what with all the changes to the game/skills, and we are both still not able to craft level 6 armor parts. Back in v1.4, we would have had level 6 armor sets by day 14, so the game is more balanced now than ever before (In my experience), but it still is possible to find/loot/buy items far to fast/before you could craft them.
The developers overdid it with the armor books. In version 1, armorer's journals crashed too often, in version 2 they began to drop too rarely.
 
I respect all opinions, of course, but the change, to me, made the game more unrewarding.
Take down a dire wolf is no easy task. They fracture you very easily if you don't have endgame gear and are a bullet sponge without those endgame weapons. But the reward was worth the effort before. Now, to be honest, I don't bother.
 
The current drop rate feels right. I play with 25% loot, so any drops are gleeful, but it was up just a tich too high recently.

Question...do the roaming hoards have either guaranteed loot bags, or a higher percentage to drop? I always seem to score 1 or 2 from them.
 
This was exclusively in version 1.X.

This was game breaking. A guaranteed bag killed all motivation for other actions. Why explore, search, craft something if you can get everything just by running around the wasteland.
QFT.

In 1.4 running the watseland at night, harvesting red bags from dire wolves and zombie bears, was much more lucrative than looting...
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The new forums either don't have polls,

Thank goodness! ;)
 
The minimum you can go bear hunting with is either a pump-action shotgun with green cartridges or an assault rifle. And if your character is well-leveled, you can get by with a steel club...

I've been getting murdered by zombie bears fighting through a 1x1 hole. Lvl 6 club, and lvl 4 perks. I can't get the timing right to get in the dozen or so power attacks needed to down then (without a lucky head explode, or knockdown within striking range).
 
I've been getting murdered by zombie bears fighting through a 1x1 hole. Lvl 6 club, and lvl 4 perks. I can't get the timing right to get in the dozen or so power attacks needed to down then (without a lucky head explode, or knockdown within striking range).
hmm... Maybe something has changed. In A21 I often killed them with a steel club. In the latest versions I hit them with a steel knuckle duster. Every second one breaks my arm or leg, but I kill them.
 
Red bags are really good drops compared to most other things, so having them 100% was a bit excessive. You can find bears and dire wolves in the wasteland very easily and could just sit there killing them from a high perch and getting a lot of red bags in a very short time. Having it become random at 50% is a good thing. Also, there is an increase in yellow bags that are specific to certain zombies. Lowering the red bags keeps the number of bags from getting too crazy with that increase to yellow bags.

Now, I get it. If you've only ever played 1.x and so this was all you knew, then it probably feels like a bad change. For anyone else, it's not really a big deal since it wasn't that high in the past. It used to be that red bags were very uncommon or even rare. At 50% they are still more common than before 1.x.

The minimum you can go bear hunting with is either a pump-action shotgun with green cartridges or an assault rifle.
I mean, I killed a bear using a level 1 toilet pistol in 2.0. It knocked my health down by around 50%, but I killed it. And that was without any points in pistols and only 2-3 in agility. So they can certainly be killed at a low level without difficulty, which means red bags dropping all the time just offered too good of loot too easily.
 
hmm... Maybe something has changed. In A21 I often killed them with a steel club. In the latest versions I hit them with a steel knuckle duster. Every second one breaks my arm or leg, but I kill them.

Insane difficulty?
 
I think it’s worthwhile to note that the chance of the bag being 50% incentivizes players to finish the lucky looter series of books, as doing so pushes the chance to get a red bag from bears/dire wolves to a 60% chance (alongside the yellow bags becoming a 4.8% drop compared to 4%).
 
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