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
Well, since it's a game, I guess we can tone that down to a finger per death?Unless you delete yourself as well is it a TRUE survival game....?![]()
Well playing perma death is a thing also, so yeah that too would make it less of an issueUnless you delete yourself as well is it a TRUE survival game....?![]()
Percentile cap does seems to be the best solution.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.
I think they add replayability if you are hunting for better weapons. It's why people enjoyed parts quality back in the day.weapons and mods solve a problem which didn't need solving.
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.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.
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.If you think combining is overpowered, then don't do it.
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.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.
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.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.