Magazine weapon tiers
Aight lads just came here to leave my two cents. The new magazine system seems pretty decent so far, it's a mix of old school blueprints and a learn by reading instead of learn by doing sort of progression. However, I'm fairly certain I'm not the only one that thinks weapon tiers (not levels) shouldn't be this sequencial.
What do I mean exactly?
Well, you see, the wooden bow is unlocked after I'm able to craft a level 3 primitive bow (or 4? can't recall), but the problem is, it is far weaker than the tier 3 primitive bow, and once I reach level 5 primitive bow, only the level 3 wooden bow actually makes a difference, both fully modded (and even then it is still just +0.1 in damage difference, but the durability and projectile speed is far better by default).
So there's a stagnation period, as well as weapons we will straight up never use as they are simply inferior. Not to mention the wooden bow already requires bow parts that you have to find through RNG.
And this is just one example, I'm fairly certain it's the same for other weapon types.
I would suggest maybe separating quality and tiers from the magazines, or simply having the next tier unlock earlier so it can rival the previous one, otherwise there's no point in being able to craft lvl 1 and lvl 2 weapons of the next tier for most weapons. (Exceptions would be the pump shotgun as it functions very differently than the double barrel, and will always have a higher DPS since it can shoot more than 2 times before reloading, the mp5, and perhaps the iron crossbow).
TL
R : Weapon tiers should be unlocked earlier in the magazines as there is a stagnation period where the previous tier is constantly superior and is only outshined when the following tier reaches lvl 3-4 (and the previous one remains at 5), meaning lvls 1-2(3) are completely useless.
Magazine Looting
So, the magazine loot chances are tied to a specific perk that influences loot when the player opens a container. This is a great addition for singleplayer, where everything is for them, but somewhat of a problem in multiplayer for obvious reasons.
Anyone who doesn't loot is missing out on his own progression, because he might be harvesting resources or base building rather than looting. But, you see, that has always been the strength in grouping up, being able to split tasks and work for different goals, covering more terrain. Having this individual and artificial loot manipulation detracts from the experience and kinda forces player to have to take turns in looting, which is ridiculous as the loot should be the same there no matter what.
I already had problems with lucky looter because of this, I think those kind of buffs usually just make everything too damn controlled in order to not miss out. I'm damn glad it got nerfed.
I don't think this loot manipulation is necessary in the slightest, there are so many containers, so many PoIs, so much focus on biome and PoI tier. A balanced loot pool can easily be arranged through thematic, container type and difficulty tier. Hell, I would even say that magazine levels could even be reduced to make them rarer but more valuable, not requiring frequent spawning in order to make use of them, allowing other magazines to take its place.
However, I would 100% agree that for quest rewards, the magazines should suit the player needs.
TL
R : Magazine loot shouldn't be tied to a perk imo, and should rather be more focused on container type, difficulty tier (PoI+biome) and thematic (medical, military, food), with the exception of quest rewards.