I think much of this just boils down to we aren't a group that really enjoys scavenging or questing or any of that stuff at all. I literally haven't gone on a quest in probably 3 years, it's not because the quests needed to be 'cooler' or have better loot, or just needed a better mechanic to force/incentivize me to do them, I just don't care about them. The game could literally take quests and traders completely out and it would barely affect how I play at all except sometimes when it comes to getting an auger. That's about it.Archer, another thing you are not considering is that your looters don't need to read ANY magazines.
ALL that the magazines affect is crafting quality. You can have all of the other up to 30 people feed magazines to the one builder/crafter that is on most often until he finishes a category, then start a second crafter on magazines.
If you want to speed rush one particular item... say workstations... you could also have your looters sacrifice 1 point each into the perk related to workstations so that they will get more of those magazines. Or have each looter put one point into one assigned specific perk so that looter A finds more workstation mags and looter B finds more cooking magazines, etc.
If you are concerned about weapons specifically, have them prioritize questing at locations that have a high rate of shotgun messiah crates. If you are concerned about tools specifically, focus working stiff crate locations.
Since you say most of your group are stay-at-home builder types, you could go together once per day to do a t1 quest as a group. It will take 2 hours max in game time in a large group, you never need to move up to t2 or higher quests to keep it quick and easy, and you often get magazines offered as a reward.
Those are just some of the things that came immediately to mind. I am sure there are many others.
Also, all the perk points your builder/crafters used to use to get recipes can now be spent on other things to improve yourselves.
If you are creative and positive, you almost definitely won't have problems. And if you do, provide feedback in a constructive manner. Note what methods your group used to try to make the system work and how it failed you. This is the first implementation of this system. Feedback based on actual gameplay by people who tried to work with the system but couldn't get a successful outcome will be invaluable for future balancing passes.
Leaving the base to quest, loot, etc all sounds boring to the bulk of the squad.
Also - I'd mentioned above that the problem I had is that the looters *dont* need to read the magazines at all, and so even if they don't, there's no perk that helps people at home other than having to make the looters 'sacrifice points' into that in order to get the ones they need faster. That doesn't seem like a feature - that seems like a flaw.
All the points made about *how* to overcome the concerns I have are absolutely good suggestions - just having ten people looting regularly, or just having faith that the game will spawn them at a rate and amount that keeps everyone up to snuff on what they need to be able to produce based on the game stage we're at, but they're good suggestions for people who play the game for more questing and looting primarily, or have more friends playing with them, who play the game for more questing and looting. Either way the pushback's center of gravity is centered around exactly that - some aspects of the game aren't being played because they were poorly designed or needed to be fixed or reworked or overhauled - people just don't do those parts as much because it's not why they're actually playing, and forcing them to do it through a game mechanic might be a medicine worse than the disease to "fix" quests and traders and skills and so forth.
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