PC A20 - Is Crafting finally worth it again?

How does a miner get a gun? Or grenades? Or mods?

How does a scavenger get a gun? Or grenades? Or mods?
Currently primarily from looting/scavenging. Crafting is lagging behind when it comes to proper balancing and everyone stating that Q6 crafting is overpowered is just not understanding my point of view and is refusing to even consider it.

Petition for TFP to rename the game to "7 Days to Die - The Survival Horde Looting Game" instead of "Crafting Game" at the end of the title, since that's the apparent "balancing" the devs are going with.

 
I'll just add that my criticism of the current design is that the loot stage ramps up the quality tier of loot too quickly and purple tier items are not rare enough. If I had control of the design plan, I would make it so traders never had anything higher than orange tier for sale unless we sold them our work and then it would only be until the next restock. Then we would buy gear in order to scrap them for parts to craft yellow, green, and blue. 

Our loot stage would control what types of weapons we could find but the rarity of brown, orange, yellow, green, blue, and purple would never change. Brown and orange should be common, with yellow uncommon, green rare, blue very rare, and purple ultra rare-- as in you might find 1-3 purple items total during a 100 day playthrough. 

I very much agree with the design choice to make the very best tier a super rare treasure find via exploring and not craftable at all by the players. I think that currently blue and green tier items are much too common especially once gamestage/lootstage makes finding them less rare and this is what destroys the crafting game. If blue and green tier items were truly rare then the reason to craft them would be present more strongly in the game
I was gonna write a bunch of words but honestly this beats me to every point I wanted to make and does a good job laying it out.

For me the real problem is I keep wanting to craft something but by the time I can do it (materials, skills, schematics, equipment) I've already got a version of it that's better than anything I'll be able to craft. It feels bad, like I'm being robbed of the opportunities I've worked so hard for. Changes like the one in the quote above would lead to much more satisfying gameplay for anyone who enjoys crafting stuff.

 
Reason this is such a huge deal for me is not because I want to take away from the prestige of 'finding' that perfect item, but to know I can spend a @%$#load of resources setting up a workshop and eventually eliminate the RNG from finding Q6 whatever. I've already spent hundreds to thousands of resources on a base, why should I be penalized for doing so by being unable to craft Q6? That just doesn't make sense.

I would like an alternate path that doesn't depend on RNG. Sure finding it early is a boon, I don't want to take that away, but I'd like for there to be a guaranteed way for if after 100, 200 in game days, RNG continues to screw me over, I still have a way of getting Q6. I don't agree with it ONLY being findable, despite everyone else's arguments.

Allow me to find like an Engineering Table with a few crafting tools that work similar to the Crucible and such in the Forge, with like say, a soldering iron, a vice, and some other tools (Maybe make the Tool and Die set make a return for this table) that can be found/purchased from the trader which unlocks expensive recipes to guarantee a Q6 tool/weapon/armor piece once the full set of tools is collected and placed in the table. Gate this behind the loot stage of say high-end wasteland for all I care, but just an alternate path is all I am asking for.

 
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 I've already spent hundreds to thousands of resources on a base, why should I be penalized for doing so by being unable to craft Q6? That just doesn't make sense.
All this just because you want to craft Q6 itens?? You don't need to wait for a game change to do this. You have choices, options.
 

I will even help you out.  You put the code below in a xml file and create a mod folder for it (hint, this file should be called progression).  This will change all crafting recipes to now be able to craft Q6 if you max out the perk.  This is just one of the beauties of this game:  the ability to change it if you just take a little bit time and effort to do so.

https://imgur.com/a/H3v7t6e 

<config>

<set xpath="//passive_effect[@name='CraftingTier']/@value">1,2,3,4,5</set>

</config>



BTW, I play my game as I want. Vanilla, RWG, Creative Menu, God mode, Mods. 

 
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<config>

<set xpath="//passive_effect[@name='CraftingTier']/@value">1,2,3,4,5</set>

</config>

Wow that easy huh? I may do that. Although since I modded 4 mods at any tier I don't care so much.

How about removing the randomness so that X tier has Y stats? I am not into this random @%$#, it's why I hate Boredlands so much, all the staring at gear trying to compare stats. I'd love to mod that out.

I don't see why it is such a big deal if we could craft the t6, you need to max a skill tree. I still feel it was a huge mistake to make the stats cost higher amounts at high levels, they should be flat, the higher levels of skills should cost more points.

I also wouldn't care about not having the t6 I want if a t5 took 4 mods, again it was easy enough to mod (with a little help) but that's something that shouldn't have to be modded. I agree with Roland more or less about there being too much higher tier floating around and that is what makes many (myself included) feel that crafting sucks. I also wouldn't be bothered as much by having to make do with lower tier equipment if I could still put 4 mods on it, because you plan a weapon build out and get the mods you want and you should be able to use them.

I don't even want to hear a reality argument from anyone. Talk to the hand. I live in the deep south, looting any 1 subdivision you could likely walk away with enough high quality firearms to equip a small army. That is reality.

 
Currently primarily from looting/scavenging.
So, the miners have to loot? The scavengers have to loot? The looters have to loot? The builders have to loot? ... I'm sensing there's a theme here. One which you see where you want to, but entirely skip when it suits your desired outcome.

Crafting is lagging behind when it comes to proper balancing and everyone stating that Q6 crafting is overpowered is just not understanding my point of view and is refusing to even consider it.
My point of view is that the difference between a Q5 and a Q6 is so small that it's not worth stressing over. It feels nice to have a full purple kit, but it doesn't notably change one's effectiveness, not even efficiency.

They're basically keeping the Q6 as placeholder for their Legendary loots, which will make perfect sense not to be able to craft; they'll have some special functions and probably some light lore (anything I said here in this last paragraph is conjecture from some old statements from devs, from memory..)

 
I also wouldn't care about not having the t6 I want if a t5 took 4 mods, again it was easy enough to mod (with a little help) but that's something that shouldn't have to be modded.
Agree.

I modded it. Each tier +1 Slot. Q1 = 1 Slot, Q2 = 2 Slot...

 
Wow that easy huh? I may do that. Although since I modded 4 mods at any tier I don't care so much.

How about removing the randomness so that X tier has Y stats? I am not into this random @%$#, it's why I hate Boredlands so much, all the staring at gear trying to compare stats. I'd love to mod that out.


Ask and you shall receive

Add this into your items.xml file

<config>

    <remove xpath="/items/item/effect_group/passive_effect[(@name='EntityDamage') and (@operation='perc_add') and not(@tier='2,6') and not(@tags='secondary')]"/>

</config>




This targets the random entity damage modifier but doesn't touch the perk tier bonus or the power attack entity damage bonus you get for each weapon.  This one took me a little longer to figure out how to make the change to all weapons without affecting the tier bonus or the power attack bonus.

 
Ask and you shall receive

Add this into your items.xml file

<config>

    <remove xpath="/items/item/effect_group/passive_effect[(@name='EntityDamage') and (@operation='perc_add') and not(@tier='2,6') and not(@tags='secondary')]"/>

</config>




This targets the random entity damage modifier but doesn't touch the perk tier bonus or the power attack entity damage bonus you get for each weapon.  This one took me a little longer to figure out how to make the change to all weapons without affecting the tier bonus or the power attack bonus.
Oh thanks again! That's twice today :D

Just realized I am gimping it aren't I? Is it a bonus in a range that I should have asked how do I set this to an average value?

 
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Oh thanks again! That's twice today :D

Just realized I am gimping it aren't I? Is it a bonus in a range that I should have asked how do I set this to an average value?


No, the random value is between -15% and +15%. Removing that line everywhere just gives you the average value.

But only for damage, range and mag size for example will still be random and would need similar mod lines to remove

 
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