There's an interesting topic in "General Discussion", I want to link it here for visibility.
Looting vs Crafting
Cliffs :
- the game has shifted from crafting everything to actually crafting nothing (in terms of tools & weapons)
- main problems are not being able to "keep up" with the pace of looting (especially in stuff you don't specialize in), and even if you keep up with the pace (in terms of crafting quality vs looting quality), you'll probably lack parts and find the desired quality before you get enough parts to craft it
- this makes a whole segment of the game (tool & weapon crafting) basically useless even though it has a lot of potential, and most stuff you find isn't even worth to scrap for parts given you'll have no use for them
Some ideas:
- buff the quality bonus by 1 for all the ranks, i.e. instead of crafting Q1 items with the first point, actually craft Q2 (rank 5 should still not enable Q6 crafting). Right now you need 3 points to craft level 2 stuff, it's simply not sustainable and worth it unless you plan on specializing in the item
- find more stacks of parts (3-6) and a bit less complete items
- make crafted gear have randomized stats, in the 25%-75% range, effectively making a crafting item "never a bad roll but never top gear either"
- maybe adding book series that effectively increase your crafting quality by 1 for a specific item type could alleviate the uselessness of parts for items you don't plan to specialize in