PC Legendary part drop rate is through the floor again.

Ah dang it! I see what's happening.

The loot boost with the tags armorLightSkill, armorMediumSkill, and armorHeavySkill are simply pushing the legendary parts out of the way due to their low probability when the armor parts loot list is rolled.

With so many perks, tags, and other moving parts under the hood, it was an easy oversight.

I'll add the armor perk tags to the legendary parts as it seems to solve the issue.
I'll also update the localization to talk about all of the items boosted by the armor perks.
Looks like only the medium armor perk mentions it right now.

Will make sure it gets merged into V2.6.

Thanks for all the help everyone!

Thank you Schwanz. There is definitely a lot going on in the loot distribution system and it's hard to predict the final outcome of a change or simply miss something. I hope there is a punch list item to do a final, comprehensive review of loot once the game is feature complete. With things constantly in flux right now it is understandable why such a review would be a poor use of resources.
 
Before 2.5, I'd get between 7 and 12 legendary parts in a Savage Country store, with all Wasteland Treasures book read. Now, I've never found more than 4. I never put points into Armor, so that isn't a factor. Something definitely changed in 2.5.
 
Before 2.5, I'd get between 7 and 12 legendary parts in a Savage Country store, with all Wasteland Treasures book read. Now, I've never found more than 4. I never put points into Armor, so that isn't a factor. Something definitely changed in 2.5.
If you invest points in armor now, you won’t get legendary parts at all. While I had my light and heavy armor upgraded, after robbing 5 Savage Country I didn’t get a single part. Moreover, I collected more than 200 red bags and the same 0. Having dropped my armor skills, in 30 minutes of play I began to find from 2 to 8 parts. This is of course not like before 10-20, but it is quite enough to produce everything I need.
 
Thank you Schwanz. There is definitely a lot going on in the loot distribution system and it's hard to predict the final outcome of a change or simply miss something. I hope there is a punch list item to do a final, comprehensive review of loot once the game is feature complete. With things constantly in flux right now it is understandable why such a review would be a poor use of resources.

Honestly, this would be a great candidate for an automated test that could run on every build.
 
With so many perks, tags, and other moving parts under the hood, it was an easy oversight.
I think you should thoroughly review the drop rates of many items. For example, brass knuckles and automatic weapon parts drop in roughly the same quantities with the same perk levels, but the best brass knuckles only require 6 parts, while the best automatic weapon requires 18. And the situation with armor components is also unclear: armor parts and sewing kits drop aplenty even without armor skills. Does it make sense to increase their drop rates by leveling armor skills? I think increasing the magazine drop rate and the armor drop rate would be sufficient.
 
I think you should thoroughly review the drop rates of many items. For example, brass knuckles and automatic weapon parts drop in roughly the same quantities with the same perk levels, but the best brass knuckles only require 6 parts, while the best automatic weapon requires 18. And the situation with armor components is also unclear: armor parts and sewing kits drop aplenty even without armor skills. Does it make sense to increase their drop rates by leveling armor skills? I think increasing the magazine drop rate and the armor drop rate would be sufficient.
Is there really a need for more armor parts or sewing kits? I already have so many of each that it's never an issue. And I wouldn't want to reduce the drops of armor parts if you don't have an armor perk as you might struggle to be able to craft anything without an armor perk, and I don't see any reason to perk into armor for my games.

For armor, I'd just like to see more armor magazines drop when not perked into armor. As it is now, I feel like I have to buy every armor magazine I can find just to be able to craft Q6 armor before the end of my game. Even then, it can be around day 30 on 2 hour days with 100% loot before I can craft it. And that is even if I read those magazines only with the nerd armor on and/or using the intellect mastery to have a chance of double magazine points when reading them. That's just too low for drop rate. Right now, it almost forces you to put points into armor if you want any chance of Q6 armor before the end of the game. I think you should have a chance of having Q6 armor by at least late mid game instead of mid or late end game without the perks.
 
Is there really a need for more armor parts or sewing kits? I already have so many of each that it's never an issue. And I wouldn't want to reduce the drops of armor parts if you don't have an armor perk as you might struggle to be able to craft anything without an armor perk, and I don't see any reason to perk into armor for my games.
Yes, enough armor parts drop even without the skill. With the skill, I stopped picking them up because I didn't need them anymore. I still haven't used up the 5 stacks lying in a chest at home, even though I've made armor for other players.
For armor, I'd just like to see more armor magazines drop when not perked into armor. As it is now, I feel like I have to buy every armor magazine I can find just to be able to craft Q6 armor before the end of my game. Even then, it can be around day 30 on 2 hour days with 100% loot before I can craft it. And that is even if I read those magazines only with the nerd armor on and/or using the intellect mastery to have a chance of double magazine points when reading them. That's just too low for drop rate. Right now, it almost forces you to put points into armor if you want any chance of Q6 armor before the end of the game. I think you should have a chance of having Q6 armor by at least late mid game instead of mid or late end game without the perks.
With this skill, magazines drop quite frequently. But I can't agree that the skill is only useful for magazines. The light armor skill, while not by much, does increase its protection, which sometimes proves useful. And the heavy armor skill partially removes the movement penalty, so you stop moving at the speed of a stunned turtle. I can't agree that these are useless skills, although they are not critical either.
 
Yes, enough armor parts drop even without the skill. With the skill, I stopped picking them up because I didn't need them anymore. I still haven't used up the 5 stacks lying in a chest at home, even though I've made armor for other players.

With this skill, magazines drop quite frequently. But I can't agree that the skill is only useful for magazines. The light armor skill, while not by much, does increase its protection, which sometimes proves useful. And the heavy armor skill partially removes the movement penalty, so you stop moving at the speed of a stunned turtle. I can't agree that these are useless skills, although they are not critical either.
I wasn't saying the were useless. I just don't have any reason to perk into them. Most things I kill aren't close enough to hit me when using a spear unless I miss, so armor isn't too big of a problem for me. I also don't normally perk into any other damage mitigation perks, or only at the end game when I have run out of other things to spend points on. And I rarely put armor mods onto my armor. Of course, if I was on insane difficulty, that might be different. And I don't use heavy armor, so speed isn't really a factor. Besides, by the time I have real armor rather than primitive, I have at least a bike, so I'm only running inside POI for the most part, and I don't have to run far in those, so it's even less noticeable. But that's just me.

Anyhow, I wasn't saying the magazines don't drop enough if you perk into armor. I was saying they don't drop enough if you do not perk into armor.
 
I wasn't saying the were useless. I just don't have any reason to perk into them. Most things I kill aren't close enough to hit me when using a spear unless I miss, so armor isn't too big of a problem for me. I also don't normally perk into any other damage mitigation perks, or only at the end game when I have run out of other things to spend points on. And I rarely put armor mods onto my armor. Of course, if I was on insane difficulty, that might be different. And I don't use heavy armor, so speed isn't really a factor. Besides, by the time I have real armor rather than primitive, I have at least a bike, so I'm only running inside POI for the most part, and I don't have to run far in those, so it's even less noticeable. But that's just me.
Perhaps with a spear you really rarely take damage. But with brass knuckles everything is somewhat different. If ordinary zombies often fall from a blow, then blue and orange ones are not so easily knocked down. That's why I'm trying to start leveling up my light armor skills early, which is what I usually wear. In addition, I dig a lot, and for this I wear miner armor. It is heavy armor and, accordingly, I also pump this class of armor.
 
Perhaps with a spear you really rarely take damage. But with brass knuckles everything is somewhat different. If ordinary zombies often fall from a blow, then blue and orange ones are not so easily knocked down. That's why I'm trying to start leveling up my light armor skills early, which is what I usually wear. In addition, I dig a lot, and for this I wear miner armor. It is heavy armor and, accordingly, I also pump this class of armor.
Yes, there are definitely weapons you'd want armor perks with. I'm just saying that if you don't need or want them, you should not be prevented from crafting higher tier armor until so late in the game. I'm about ready to start a new game by the time I can make Q6 armor.
 
Yes, there are definitely weapons you'd want armor perks with. I'm just saying that if you don't need or want them, you should not be prevented from crafting higher tier armor until so late in the game. I'm about ready to start a new game by the time I can make Q6 armor.

Either you want Q6 armor, then do something about it, i.e. buy it or put points into perks. Or you don't. It doesn't matter if your reason is that you want it for protection or for some meta reason like the completionist itch

I don't like that perk-boosting of magazines very much, but the game is balanced around it now and that means that if they add some boost for players who don't perk into it then players perking into it would get q6 armor crafting much much earlier and have no sensible progression
 
the game is balanced around it now and that means that if they add some boost for players who don't perk into it then players perking into it would get q6 armor crafting much much earlier and have no sensible progression
It's a mix of things; the mish-mash nature of the design. On one hand, they want classes, the Heavily Armored Fort Tank, punching through everything and the Lightly armored Sniper, creating distance with the speed advantage. Then they go ahead and introduce "remove heavy armor penalties in combat", "Light armor now has nearly the same armor as Heavy"; armor sets of all weights intended for rifle combat; and they separate the armor bonuses from classes.

For magazines.. for guns, you get your class-specific stuff like clockwork. For meds and cooking, you just get them, and they mostly make no difference. For armor, you get them ALL at the same time and regardless of build. It might feel better if the assassin was a "leatherworker", getting to Q6 faster in the medium set of armors - but that would kinda introduce mandatory speccing for armors... and put the "utility sets" in weird categories again. (And no, I wouldn't argue that a "commando armor" is leather in any way.. just the armor class archetype)

To avoid mandatory speccing, you could of course bake the book drop rate with the "other" choices, like main attribute or weapon; but that would sorta remove the decision again... It's a question of "do we want it significantly gated or not". And the game seems allergic to answering that :P

Funnily enough, the only reason I care about Q6 gear is the doubling of the bonuses on the barter hat. Those barter bonuses stack so insanely well that the jump from 10% to 20% is more like dropping prices by another third at the top end. Of course doubling the bonuses on everything else is nice too, but that's the main one for me.
 
Either you want Q6 armor, then do something about it, i.e. buy it or put points into perks. Or you don't. It doesn't matter if your reason is that you want it for protection or for some meta reason like the completionist itch

I don't like that perk-boosting of magazines very much, but the game is balanced around it now and that means that if they add some boost for players who don't perk into it then players perking into it would get q6 armor crafting much much earlier and have no sensible progression
They can certainly balance it as needed. Every other magazine drops often enough without perks. Only armor is different. If anything, I'd say that armor is unbalanced compared to every other magazine. If they say that you should not get Q6 armor until day 30+ on 2 hour days (so 60+ for default days) even if you are buying every magazine you find and are using nerd armor and intellect mastery to increase chances for double points when reading them, then so be it. But I have a hard time believing that's the intended outcome if you have no points in armor perks.
 
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