PC A17 Weapon and tool Quality

Moldy Bread

New member
So I talked a little about this in a different post however since it's my main issue with A17 I thought I would open up a topic solely for it.

I feel the system that has been put in place in A17 is a massive downgrade from what we had in A16. I honestly don't know why what we had in A16 couldn't be brought over and enhanced in A17.

In A16 you found some parts (or a full, but bad gun) over time you slowly but surely upgrade your gun, replacing and upgrading parts for better parts. You feel a real sense of progression as your gun gets slowly better as you do. You are always on the look out for parts as you always want to upgrade and don't want to take the Repair Kit hit. Needing gun parts always gave you something to loot for, I know for hell they were the reason I would go on dangerous looting adventures. People say "it's not realistic" well I say it is. This game takes place some time after the outbreak yes? Well, when the war and outbreak started, surely people (since they had time to board up their houses and place of work) looted and rioted, makes sense that all we would find in gun stores and etc would be scraps that people have missed. There came a feeling of progression and satisfaction with gaining a high level gun. As well as keeping that gun well oiled through hard work.

That has (along with other feelings of progression) in A17. My first day I spawned next to a Shotgun Messiah, after clearing the zombies (as best I could considering the current, ridiculous spawning system) I walked out with around four 4 AK-47s, 3 SMGs, 5 Compound Bows, 5 Pistols and 3 Shotguns, a Hunting Rifle and a Sniper Rifle, along with all the ammo in the world. It destroyed any sense of progression, I was a walking arsenal. I didn't need most so I just sold the spares to the trader and on Day 1 had 10k Casino Tokens.

All this combined with the horrid grind-fest and the boring and unsatisfying skill-gate system has left the game feeling tedious and boring. At some point we can craft guns, so what is the point of looting at all? With A16 we always needed to loot to keep our guns in top shape and for ammo (for when we couldn't make any) but now you can just build guns, sell them and buy ammo.

There's no motivation to loot, I know the first safe I come across will be packed with guns and ammo, all of which I have in abundance.

Personally I feel that (along with dropping the skill-gate system) the system in A16 could be brought over and enhanced. There is no reason mods wouldn't work with a gun you assemble, when you assemble the gun the mods attached to it could just go back into your inventory like ammo does.

The same goes for tools, it was nice to be able to work on my tools too. It made sense that using something made me better at using it as opposed to the current "kill enough zombies and aliens beam the knowledge of how to boil an egg into you brain" system.

The progression in this game has been butchered by A17, instead of working on the early game they stretched it out and made it tedious and boring, just a grind-fest. Now it's a highly restricting game that MUST be played one way or else! Weapon and Tool Quality is just another victim of that.

 
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The quality system was mostly just standardized and compressed. It's mostly a downgrade that's meant to become an upgrade by the time you reach some ungodly level and perk it out of its freaking mind.

it's all about perks now, perks. perks. perks. A shotgun is trash and will stay trash if you do not invest in Perception, Shotgun Messiah, and Boom Headshot.

If you're a bow user, you obviously want Perception, Boom Headshot, Archery, and the Stealth Kill bonus from Agility. ETC.

For weapons, perks aside for damage output, the idea is to mod them. Burst triggers, chokes, stability upgrades, extended magazines. Even armor has plating and extra inventory slot mods (useful for a non-STR build, but too rare!)

 
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Exactly how i feel. Some weapons you would carry with you from ql 50 up to 600, from the day you either found parts or got lucky and got a low ql completed version. In 16 when i play with my friends we wound usually each agree on a weapon type to focus on and everyone would keep an extra look out for just those parts to collect.

Even the quality was fun, finally reaching that new shiny color in the hotbar and then working to max it by combining and finding small upgrades. Basicly the same for tools.

The perk system and new items system is basicly a game killer for me, but im holding on to hope (or mods) to fix it.

 
Different qual levels give different number of mod slots. More slots, more goodies.

I've been playing with those (same for armor). Some mods are bugged, but, the weapons ones? Nice.

Sniper with bipod, scope, light, magazine, silencer is rather nice. (silencer is a must have really)

AK with magazine (15 more rounds anyone), barrel extender, stock, and burst. Burst and mag.

etc.

armor plating actually is kinda fun hearing the "THONK" when the zombie hits it and you take next to no damage.

storage pouches, very nice. (up to 15 more unencumbered slots, 3 on ea of 5 pcs)

Light on the helmet, warming/cooling liners and more.

So yeah, I prefer the new method vs boxes full of parts that you have to keep merging and or selling.

 
I like the new system. Doesn't do much in the early game, but as soon as you start finding/crafting mods, it becomes a ton of fun.

If it were up to me, I'd lower the prevalence of guns at lower loot levels (at this point I'm just scrapping most guns I find, traders won't take them anymore), make Shotgun Messiah stores a little more dangerous by default (too easy to clear out at lower levels) and implement a small chance of finding pre-modded weapons. This should help with making looting more exciting and giving a sense of accomplishment when you do find a good weapon.

 
So I talked a little about this in a different post however since it's my main issue with A17 I thought I would open up a topic solely for it.
I feel the system that has been put in place in A17 is a massive downgrade from what we had in A16. I honestly don't know why what we had in A16 couldn't be brought over and enhanced in A17.

In A16 you found some parts (or a full, but bad gun) over time you slowly but surely upgrade your gun, replacing and upgrading parts for better parts. You feel a real sense of progression as your gun gets slowly better as you do. You are always on the look out for parts as you always want to upgrade and don't want to take the Repair Kit hit. Needing gun parts always gave you something to loot for, I know for hell they were the reason I would go on dangerous looting adventures. People say "it's not realistic" well I say it is. This game takes place some time after the outbreak yes? Well, when the war and outbreak started, surely people (since they had time to board up their houses and place of work) looted and rioted, makes sense that all we would find in gun stores and etc would be scraps that people have missed. There came a feeling of progression and satisfaction with gaining a high level gun. As well as keeping that gun well oiled through hard work.

That has (along with other feelings of progression) in A17. My first day I spawned next to a Shotgun Messiah, after clearing the zombies (as best I could considering the current, ridiculous spawning system) I walked out with around four 4 AK-47s, 3 SMGs, 5 Compound Bows, 5 Pistols and 3 Shotguns, a Hunting Rifle and a Sniper Rifle, along with all the ammo in the world. It destroyed any sense of progression, I was a walking arsenal. I didn't need most so I just sold the spares to the trader and on Day 1 had 10k Casino Tokens.

All this combined with the horrid grind-fest and the boring and unsatisfying skill-gate system has left the game feeling tedious and boring. At some point we can craft guns, so what is the point of looting at all? With A16 we always needed to loot to keep our guns in top shape and for ammo (for when we couldn't make any) but now you can just build guns, sell them and buy ammo.

There's no motivation to loot, I know the first safe I come across will be packed with guns and ammo, all of which I have in abundance.

Personally I feel that (along with dropping the skill-gate system) the system in A16 could be brought over and enhanced. There is no reason mods wouldn't work with a gun you assemble, when you assemble the gun the mods attached to it could just go back into your inventory like ammo does.

The same goes for tools, it was nice to be able to work on my tools too. It made sense that using something made me better at using it as opposed to the current "kill enough zombies and aliens beam the knowledge of how to boil an egg into you brain" system.

The progression in this game has been butchered by A17, instead of working on the early game they stretched it out and made it tedious and boring, just a grind-fest. Now it's a highly restricting game that MUST be played one way or else! Weapon and Tool Quality is just another victim of that.
Really? 22 guns from one Shotgun Messiah? Are there even that many loot crates in the entire building? What is your loot % set at? If that's true at default setting I'd agree, the drop rate needs to be lowered.

 
Really? 22 guns from one Shotgun Messiah? Are there even that many loot crates in the entire building? What is your loot % set at? If that's true at default setting I'd agree, the drop rate needs to be lowered.
Yep, vanilla loot levels.

The quality system was mostly just standardized and compressed. It's mostly a downgrade that's meant to become an upgrade by the time you reach some ungodly level and perk it out of its freaking mind.
it's all about perks now, perks. perks. perks. A shotgun is trash and will stay trash if you do not invest in Perception, Shotgun Messiah, and Boom Headshot.

If you're a bow user, you obviously want Perception, Boom Headshot, Archery, and the Stealth Kill bonus from Agility. ETC.

For weapons, perks aside for damage output, the idea is to mod them. Burst triggers, chokes, stability upgrades, extended magazines. Even armor has plating and extra inventory slot mods (useful for a non-STR build, but too rare!)
Only that does nothing in a sense of progression, you just find the gun all set up. Once you have maxed out your perks you know exactly what you are going to get.

 
In 100% agreement with OP. I googled just to see whether or not I was alone with this thought.

I wish the two systems were synthesized. There was so much I loved about the previous system that it was sad to see it go, especially since TFP put time into building it in the first place

- it felt progressive, and building your way up by hand was rewarding

- semi-specialization was fun, especially when playing with others. It was a fun system when one person became the armorer, another was the miner, etc and everyone got rewarded for their roles. Even as someone who played SP a lot, I still liked it.

- every gun could be upcycled or recycled. It made finding guns rewarding every time, because you could include them in a larger project to build and maintain your weapons.

- guns are much more common now, low quality or not. I liked how the early game used to have you sweating to get some scrappy guns put together for emergencies. Although good weapons were a little too RNG heavy. Now you can have a walking arsenal of guns early on.

I hope TFP take the best of the previous and current system and synthesize something to give the best experience to players who like both systems.

 
In 100% agreement with OP. I googled just to see whether or not I was alone with this thought. I wish the two systems were synthesized. There was so much I loved about the previous system that it was sad to see it go, especially since TFP put time into building it in the first place

- it felt progressive, and building your way up by hand was rewarding

- semi-specialization was fun, especially when playing with others. It was a fun system when one person became the armorer, another was the miner, etc and everyone got rewarded for their roles. Even as someone who played SP a lot, I still liked it.

- every gun could be upcycled or recycled. It made finding guns rewarding every time, because you could include them in a larger project to build and maintain your weapons.

- guns are much more common now, low quality or not. I liked how the early game used to have you sweating to get some scrappy guns put together for emergencies. Although good weapons were a little too RNG heavy. Now you can have a walking arsenal of guns early on.

I hope TFP take the best of the previous and current system and synthesize something to give the best experience to players who like both systems.
I totally agree with all of this.

I think a18 is going to help though since they're bringing back gun quality actually meaning something (damage, stats, etc). Not only that, but they're going to make it so you can only craft "average" guns but have to loot the really good stuff.

 
Yep, vanilla loot levels.


Only that does nothing in a sense of progression, you just find the gun all set up. Once you have maxed out your perks you know exactly what you are going to get.
No that's where the mods come in. You can put a lot of mods on a weapon now to totally change them. I had a flaming sledgehammer that lit zombies on fire that was awesome . I have more fun search for mods now then getting another 100 useless grey parts for a gun.

 
Well, I like some stuff in A17 and I liked some more stuff in A16, but hey, this is what we've got now.

My perfect 7D2D would be A16 with A17 graphics and gun/tool mods thrown in :)

 
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