pApA^LeGBa
Well-known member
Yeah punishing builds that don´t specialize is a big minus. Like this game needed more optiona to min/max....
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I hear you, but what they call it or what they intend isn't nearly as important as people's perception (at least in terms of people's reception of the feature). They can say that magazines only represent recipes, but when magazines directly control what QL you can craft things at (something that has always been determined by skill in previous alphas), magazine have functionally replaced skills. I honestly can't see how you could see it any other way.
I agree that perception trumps all. As to not understanding how I could possibly see it any other way, let's just say I've gotten good at looking at things from different perspectives. I definitely understand what you are saying and why you are interpreting the magazines as skill progression but I also see it as separate recipes. I am not nearly so bothered by it since I can view the quality levels as simply new recipes. Expanding your view to encompass different viewpoints is a skill that can be learned.
I can see it both ways but I choose to accept that the only actual skill progression in the game are those perks you purchase with skillpoints and everything else is attained by scavenging items or knowledge.
Skillpoints --> skill progression which is deterministic
Magazines --> crafting recipes which is random
Since you can't see it any other way than the one that makes the mechanic distasteful to you, I suppose you're stuck until a mod comes out.
Given that each individual magazine doesn't unlock a new recipe, I don't know how you can see them as anything other than a progression system. If every magazine unlocked a new tier of item, you could certainly make that argument (I'd disagree) but given that most magazines give you little other than progress to the next unlock, claiming that they're individual recipes just doesn't seem to be a tenable position to me.I definitely understand what you are saying and why you are interpreting the magazines as skill progression but I also see it as separate recipes.
.....claiming that they're individual recipes just doesn't seem to be a tenable position to me.
Given that each individual magazine doesn't unlock a new recipe, I don't know how you can see them as anything other than a progression system. If every magazine unlocked a new tier of item, you could certainly make that argument (I'd disagree) but given that most magazines give you little other than progress to the next unlock, claiming that they're individual recipes just doesn't seem to be a tenable position to me.
Okay, so now you're shifting the goalposts. Now magazines aren't recipes, they're pieces of recipes.No problem. This one is simple. It is the apocalypse so any magazines you find are faded, have water damage, are missing pages, etc. If you find 8 copies of the same magazine you might be lucky to piece together whatever is legible or still there to figure out the next recipe. From the very beginning, I imagined the process of sifting through magazines to find bits and pieces of knowledge but I wouldn't have the entire recipe until I had found several copies. I never looked at it like I was reading a magazine and skilling up in knowledge and then reading the magazine again and skilling up in knowledge and then reading it again and skilling up in knowledge until I passed a threshold to where I was skilled enough to craft the next item. Instead, it was pieces of knowledge here and there with never a complete magazine but after finding parts of a few I would have the recipe needed. I've always considered my character skilled enough to craft anything in the game once the recipe was known and there was no progression of becoming more skilled-- it was always finding the recipes or schematics and as soon as I got the recipe I was good enough to craft it.
Now in A21, you can spend skillpoints to become better at crafting. You don't learn recipes from spending points but you become more efficient and faster. This is the first time I have felt like crafting skill has a progression now that we can spend points to become better at crafting. The magazines are just recipes that I didn't know but once I can piece them together through my scavenging and research, I can craft them.
Maybe if there was a puzzle graphic that showed a schematic with four missing pieces and every time you found a magazine it would provide one piece to the puzzle and after four magazines were found the schematic would be complete and the recipe would be unlocked, that would be an easier graphic for those who can't imagine it on their own. To me, piecing together parts of recipes from several partial magazines makes perfect sense with the randomness inherent with looting and enhances looting. The only problem I have with it at this time is the imbalance of high tier quest rewards that are too quickly advanced to which makes the need to find those recipes irrelevant because the trader gave you a better item than you'll be able to craft for days to weeks of game time.
Okay, so now you're shifting the goalposts. Now magazines aren't recipes, they're pieces of recipes.
Fine. Then let us find "partial magazines" and we have to craft them together into a full magazine to unlock the next step in the crafting line. That would make your initial argument make more sense.
Personally, I assume that things in the game are what they tell me they are. I don't try to rationalize things so that they make sense. If they're supposed to be bits of magazines, call them that.
Well the fact that you need to rationalize it to make sense, does speak for itself imo.
@meilodasreh Yeah, bookstores become the number one target for looting, double dipping is the norm. Crowded Public Servers must be a nightmare i imagine. It´s all about finding magazines fast enough to not fall behind the gamestage.
They think of the magazines as increasing skill and so get hung up on why cooking soup would lead to cooking steak or cheesecake. I just think of them as different recipes and so have never felt any kind of thematic disconnect over the soup to steak connection. I'm not getting more skilled at cooking soup so I can suddenly start baking cheesecakes. I'm already skilled enough to make cheesecakes but I don't have the recipe yet.
Interesting, as that is the one real benefit in my mind. A player can craft a bicycle and/or Q4 AK without putting a single point into Grease Monkey, Automatic Weapons, or Fortitude for that matter, simply by finding magazines.This is my biggest dislike about the magazine system. It feels like I'm being punished for spreading skill points around to multiple skills.
You say you're already skilled enough to make cheesecake.... I'm curious what in the game represents that skill?
As I mentioned before, what doesn't work, if you think of magazines solely as recipes, is the fact that you find recipes in the exact same order every playthrough. You find stone axe before iron pick before steel pick.... every single playthrough.
Sure, but if you aren't specced into those, it's going to be day 60 before you can do so (okay, that might be a bit of hyperbole, but it'll probably be about day 60 before you can max out off spec magazines) and by that point the game's been over for 30 days.Interesting, as that is the one real benefit in my mind. A player can craft a bicycle and/or Q4 AK without putting a single point into Grease Monkey, Automatic Weapons, or Fortitude for that matter, simply by finding magazines.
Well the fact that you need to rationalize it to make sense, does speak for itself imo.
Its a glass half empty/full situation.Sure, but if you aren't specced into those, it's going to be day 60 before you can do so (okay, that might be a bit of hyperbole, but it'll probably be about day 60 before you can max out off spec magazines) and by that point the game's been over for 30 days.
But that wasn't what I was talking about. I was talking about how if you put points into Engineering, for example, instead of Lockpicking, you're going to get a lot of magazines for Electricity, Traps, etc, instead of just getting Workstation magazines thanks to lockpicking, thereby greatly slowing down how quickly you get access to the higher tier workstations. That feels, to me, like I'm being punished for putting points in things other than lockpicking if I want to progress my workstations. That is, in my estimation, anti-fun.
BFT2020 said:Easiest way to completely remove:
<remove xpath="//perk/effect_group/passive_effect[contains(@tags,'CSM')]"/>
That would remove all the code for increasing drop chance of crafting magazines
To do a universal reduction in chances:
Code:<set xpath="//perk/effect_group/passive_effect[contains(@tags,'CSM') and @value='2,10']/@value">1,5</set>