I don't know, that sounds a lot like a Buell Blast I once rode.![]()
They didn't call them the B Last for nothing.
I don't know, that sounds a lot like a Buell Blast I once rode.![]()
Not really.They have a linear progress but each for itself. The hard part is to keep traders / quests / crafting and loot in sync.
For example, if you only level up but don't do any quests and don't have any points in Daring Adventurer, you will see a linear progression in the trader inventory. If you do quests or have points in Daring Adventurer then you accelerate this progression by increasing the Traderstage.
Quest rewards are based on quest tier and get better with higher quest tiers. If you do a T5 quest you don't want to get the same reward as for a T3 or T2 quest.
The lootstage depends on your level, the biome you are in and the POI tier. In addition, there is a bonus that you get via points in Lucky Looter. If you are in the pine forest then your lootstage is lower than if you are in the desert, in the snow biome or in the Wasteland. Biomes with a higher lootstage also have a higher risk and POIs with a higher level have more zombies and therefore a higher risk. Accordingly, the player expects better loot
For example, I'm mostly in the pine forest, I've limited myself to only one quest a day and have no points in Daring Adventurer or Lucky Looter, and I've seen linear progress in quests, trader and loot. And I've often been able to craft even better stuff than I would have been able to find, buy, or get as quest rewards.
Yes this is the situation.Yeah I noticed this too. I barely found enough magazines to craft a teir 3 pipe shotgun and the freaken trader just gives me a tier 5 pump shotgun. and before that a tier 3 double barrel shotgun.
Now my only upgrade is the auto shotgun but ill probably earn one off of a quest long before i can craft it .. which is just.. crazy...
Its only day 9 in my world
Not really.
I dont have any perk except the weapons one, food and inventory size.
And trader inventory isn't linear, instead jump quality level and tier, giving to tier 2-3 quests already steel weapons, spear mostly of quality even 3-4.
Same for loot, i have get pistol in the first week and magnum in 2-3 weeks.
The situation is really unbalanced and not linear for trader/loot/quests.
Must be alot more limited, because get steel weapons or firearms need steel to get created so soon, break totally the progression and difficulty of the game.
Magazine progression is alot better, where you get to create steel alot more late.
Yes this is the situation.
Without magazine or perks, you get from loot high quality or high tier weapons too soon compared to crafting.
This totally break the overall progression and difficulty of the game.
I don't think this is that far unbalanced (maybe a little), like maybe you could spend a bit longer in each tier perhaps to drag the game out a bit longer... But firstly I'd expect a trader to have better stuff than I can make myself, other people are selling to him and has other suppliers - if you can just make it all, why bother questing or using your dukes for anything? Imho you want them to be ahead of the curve.
Secondly, after 2 or 3 weeks, I think most players would expect to have some decent weapons by that amount of time - that's like 20 to 30 hours of gameplay, how long do you want it to last before you start getting decent stuff?
Realism ("other people selling to him") is a useless argument for this game if we talk about balancing. Secondly 2 to 3 weeks is less than 20 to 30 hours except with a longer day setting but he said he plays default. Now a magnum isn't endgame gun either, but steel melee weapons are and the pimps seem to target a longer playtime than say 4 weeks. My multiplayer group is at day 12 and already has an assortment of tier3 weapons and armor. Reaching quest tier3 with a group of players is a matter of a few days, giving out end-game equipment with such quests is a recipe for making the looting itself and crafting irrelevant.
I agree that the trader should have stuff to buy, but that either has to be in the same random range like the stuff you find or craft. OR the amount of dukes (which you mainly get from quests) has to be reduced so you can't simply buy anything valuable that the trader shows.
The quest reward of dukes needs to be one of the random choices, not on top of it, and needs to be reduced. Or maybe it could be removed completely and you only make money by selling the most expensive quest reward!
Realism is part of the simulation of it though, we're "pretending" he's got his stock from somewhere, and not just magic, yes technically he didn't but still, in the story side of it, it makes some sort of sense. Ok I did think this when typing out the timing bit, but 3 weeks is 21 hours, I'd hope I'm not on stone tools after that amount of time lol... I still think if crafting is ahead of trading/questing, then no one will bother to buy things, cos it's cheaper to make them - so you want some incentive to quest and/or buy things, so imho you do want them to offer better things than you can make yourself. Otherwise what you'll probably see is people just going for the end loot again, and just looting mailboxes constantly to speed up their crafting, and never bother with the trading/questing side of things.
Now I do agree it's a bit too fast, though with single player, I'm on day 15 right now since it went out of experimental, and I would say I have mid tier stuff, pump shotgun (which I bought for 10,000 dukes after using better barter, daring adventurer, sugar buts, and awesome sauce - so i had to invest to get that) and an orange AK-47. I'm on tier 4 quests right now. So yeah might be an issue with multiplayer, but single player seems ok, but like I said, I do think you go through the quest tiers a little quickly.
I'm also now starting to see radiated in the quests, so I kind of need those items now too.
Crafting being on equal footing would not mean a guaranteed level of magazines read, it would just define the average case. It is still random whether any of the weapons you want is ahead or behind the average.
I agree that crafting just like looting is a relatively cheap method of getting stuff. On the other hand, if you get mountains of dukes then buying is cheap as well (cheap in the sense of not being a difficult decision).
Day 15 is certainly a day when the player should have AK or double barrel shotgun and the occasional tier2 item like a pump shotgun, but I would guess you got all or nearly all of the good stuff from the trader and this "single source" of good stuff looks like a problem to me because it devalues crafting and looting.
Many players especially in MP seem to have a lot of better stuff at that time though and the problem is all that advanced stuff comes from trader and rewards.
With one point in DA and zero in LL in my case the progression felt nice, slow but steady and while a few times I got some lucky item, crafting was the main source of my stuff.It is possible that much of that imbalance is because of DA.
This is only my observation but in our group we have a player investing heavily in lucky looter, which resulted in no measurable difference at all. And two people with 1 and 3 points in DA and even with only 1 point there were (affordable) iron and steel level items available. Either they should not be easily affordable or they should not be offered at all at that quality, even with DA investment.
Oh, and I agree with Saltychipmunk that trader rewards are just as problematic or more.
During experimental I got to day 40 or so I think with b313 - and I was buying stuff and crafting stuff. In single player it does seem ok, not perfect, but not far off either, like some people are saying it's a major issue. I think it's more of a tweak than anything major, at least for single player. I have no idea how you could stop people teaming up in MP, and just churning out 20 quests per day, that's no wonder the traders are showing them good stuff early on in that case.
If all quest rewards are based on the lootstage, you have the problem that you don't get a better reward for a T5 quest than for a T1 quest. So why spend time and ammunition on a T5 quest?Also quest rewards should not get better with tier but follow the same pattern as the loot, i.e. the normal loot stage should be used like when opening containers in the POI.
If all quest rewards are based on the lootstage, you have the problem that you don't get a better reward for a T5 quest than for a T1 quest. So why spend time and ammunition on a T5 quest?
If all quest rewards are based on the lootstage, you have the problem that you don't get a better reward for a T5 quest than for a T1 quest. So why spend time and ammunition on a T5 quest?
Can loot bundles please be removed from quest and loot tables? They give ridiculous amounts of ammo, killed off any reason to craft traps or turrets and appear often enough that it's made the trap magazines pointless.
Also stop having the traders hand out such OP gear for quest rewards. Just make them give us parts so we actually have an incentive to craft.
It's crazy how the rewards easily outpace the crafting skills.
I've read somewhere that A22 will focus on animation somehow. So finger crossed we will have decent eating animation... and sound design