ArakATK
New member
Reading this I'm struck by the realization that when trying to explain why the devs shouldn't be doing what they're doing, the community here is very quick to recognize how interconnected all the systems are, and how nuanced the art of balancing is.. But when it comes time for TFP to make several major changes at once, suddenly it's all very simple, and learn by reading is entirely based on RNG. It's not, you know. It's been stated from the beginning that the magazines you're looting are 1) more plentiful than the books of A20 etc, and 2) drops are weighted based on perk investment into related trees and skills. Books and schematics were completely RNG. They're dialing back some of that RNG, and you're mad because it's ... RNG? I mean yes, there's some RNG in it... obviously.. but as far as the magazines go from my understanding, however many "types" of magazine there are, that's all you can drop, it's not like there's 500 new items to drop, there's just one for each magazine type, and it's weighted by your skill investment, so with a small pool of possibilities, even a paltry weighting of the drops would probably yield a very pronounced effect on the drops. As opposed to just looting as many book stores as you can PRAYING that this time you'll get that auto shotgun schematic you've been hunting for.I do remember seeing some of this, thanks for reminding me. @meganothand @Roland also brought up some good points, including the "jump" in crafting level.
But, I never thought "they don't need to have a specific perk" was a flaw, I thought it was a feature, because that's the entire point of skill trees. You have to put points into a "branch" skill in order to gain abilities in the "leaves." Otherwise 7D2D wouldn't have attributes at all, and all the perks would be on one screen. It was a form of artificial scarcity that forced the player into making choices.
And, in the end, that's what really upsets me about this change. It takes the choice out of players' hands. Their crafting skills are going to be dependent upon RWG instead. Having anything depend solely upon RWG is never as much fun as being able to make a choice - even if it's a bad choice.
EDIT: As an example - there are mods out there which separate crafting into a different skill tree. You have to spend more skill points to craft items, but they balance that by making skill points a bit easier to come by. I would prefer something like this rather than being forced to rely on looting.
Plus, it actually exacerbates what I think is the real reason players didn't craft very much: by the time they could craft a high (or even medium) tier item, they were already finding higher quality items in loot. For instance, I don't know if I ever put a point into armor, because I was finding Tier 6 cloth armor in loot before I even had a skill point to spare. This, to me, is a much larger issue than any of the others that have been raised.
For this reason, the crafting skills usually became a kind of "backup" in case RWG failed you. Put a point into (say) pistols so you craft a Tier 2 pipe pistol to hold you over until you inevitably found a Tier 6 pipe pistol in loot.
Now, by making crafting depend upon looting, it seems like you're making this situation worse. Will you find enough magazines to craft a Tier 5 pipe pistol before you start finding Tier 5 pipe pistols in loot (including quest loot)? Or will you have even more of a chance to find a Tier 5 pipe pistol, because the game is forcing you to do more looting?
...But I probably won't change anyone's mind now, and I've made my point, so after this post I'll drop it.
From my understanding at the high end, where it really matters, this is WAY less RNG than schematics. At the low end it's way more RNG, but at the low end it doesn't really matter, if you're specced for shotguns it doesn't matter as much if you use your rifle parts to make a sniper rifle, or a hunting rifle, because either of them is going to be unweildy for you, but still valuable to have. But as you progress you'll get those shotgun magazines faster and faster as your skill investment improves, you'll see that payoff faster, and if you pass those magazines to your team's person perked into crafting speed, then they'll be getting those books from multiple shotgun wielders, meaning you'll get to auto shotties way faster than just hoping and praying for RNG.
Partner that with skill changes, loot table balancing, reworks to traders and loot staging, and we can't predict what will come out with A21. But they and their testers have it in hand. I do hope you'll all be just as active here talking about these changes after we've got them in hand, because right now our opinions mean nothing because they aren't informed. You don't know anything to base your opinion of it being a bad idea on. You're guessing, but they've played it, and first hand information trumps armchair quarterbacks any day of the week.