Combining is OP — it kills the RNG item roll, A (1-in-2.4-million chance) perfect weapon is now ~(39) copies and a combine station.

I can fix this for you, :) maybe. Delete everything on death. now I know some folks just don't die playing this, but some of us are not so lucky, or skilled, what have you. Delete all on death makes this game a survival game. IMO
 
I can fix this for you, :) maybe. Delete everything on death. now I know some folks just don't die playing this, but some of us are not so lucky, or skilled, what have you. Delete all on death makes this game a survival game. IMO

Unless you delete yourself as well is it a TRUE survival game....? 😘
 
I like the combine system. However, I do think there needs to be a percentile cap, or if there is a cap, bring it down a bit. I had a g6 Dulture doing right at 300 damage a shot with AP ammo thanks to a ~70% magnitude bump on damage. That's not accounting for my perks (5/5 Pistoleer). Think the only thing I couldn't one shot with it was zombie bears and infernal zeds. Granted we had player damage set at 100% despite having played for years on insane, so we're gonna move those sliders back to 50% because with how magnitude is now, things are a lot easier.
Percentile cap does seems to be the best solution.
 
It's a new system. The game wasn't too difficult before the system so now with it naturally it would become easier.

It would be nice to see continued adjustments to make the difficulty and scaling better.
 
Yeah, it could really benefit from some ability to scale it down to preserve the novelty. Lower chance to roll a boosted stat in general, lower cap than 80% (too much, IMO). The fact that it's hard-coded instead of moddable with simple .xml is also terrible.

But then the attachments now scale to OP as well. We could all play indefinitely anyway - even before these boosts the biggest run killer was always boredom - OP weapons and mods solve a problem which didn't need solving.
 
I agree with looted / traded weapons only having 1 boosted stat but also have another reason for combining being OP:

The big problem to me is that the beginning of the game is harder than mid and end game. This new magnitude system only widens the gap.

If I keep my settings the same across a playthrough I am struggling early but as soon as I find a damage / power increase stone weapon and combine it with a crafted tier 6 stone weapon I am cruising. once you get a damage increase iron melee weapon or non pipe gun its game over and I dont feel threatened again.
 
weapons and mods solve a problem which didn't need solving.
I think they add replayability if you are hunting for better weapons. It's why people enjoyed parts quality back in the day.
The big problem to me is that the beginning of the game is harder than mid and end game. This new magnitude system only widens the gap.

If I keep my settings the same across a playthrough I am struggling early but as soon as I find a damage / power increase stone weapon and combine it with a crafted tier 6 stone weapon I am cruising. once you get a damage increase iron melee weapon or non pipe gun its game over and I dont feel threatened again.
I agree that the boosts should perhaps only apply at T1 and up maybe passing by T0? To be honest you are not even at that their long enough to even benefit from the system anyway. I think high tier boosts should get you to the next rank weapons damage values but not more.
If you think combining is overpowered, then don't do it.
Is that even a solution? Any new system is bound to need tweaking. Why you would go to the extreme of "not using it" is beyond me.
 
Is that even a solution? Any new system is bound to need tweaking. Why you would go to the extreme of "not using it" is beyond me.
play the game you want to play. That's why there's so much effort into setting up the world building variables you have at the beginning of the game. You get a gun that's overpowered in your opinion, scrap it for parts and only use what you make. The simplest fix would be to have a sandbox option to turn it on or off.
 
play the game you want to play. That's why there's so much effort into setting up the world building variables you have at the beginning of the game. You get a gun that's overpowered in your opinion, scrap it for parts and only use what you make. The simplest fix would be to have a sandbox option to turn it on or off.
Or sliders to adjust rarity and bonus. I still will argue that from a base concept there are several things that should be tweaked with the new system for balance purposes. Telling people to simply turn it off isn't a good solution for someone who likes the idea but not the implementation.
 
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