PC Do you hate crafting?

The change may not be in yet but Madmole has said that he plans to do a pass on the loot tables to ensure that lower tier finds are more common and t6 items are extremely rare finds. He also said he will nerf the traders to not sell t6 items so commonly.
Tier 2-5 items sell for more than the parts and they now have random stats. Since it is possibly therefore to craft a blue steel pickaxe that is better than the purple steel pickaxe you found there is still good incentives to save parts and craft t5 items even if you already have a t6 version. And if you get unlucky you can sell it for a profit.

What killed crafting was that the item would always be mid-range on stats and the parts were so specialized. Those two restrictive features have been lifted. The way the devs were talking yesterday it seems as though they plan for legendary items to be a t7 level which would then open t6 to crafting and the legendary level would loot only.

I wonder if that does happen whether people will be outraged over not being able to craft t7 even though getting back t6 will have been the highest anyone has ever been able to craft since the game was founded.

Is the very existence of items that cannot be crafted in a game that calls itself a crafting game the thing that rankles?
the only thing that might rankle me is if this turns into a 'grind for 6 months to get top stat gear' game. i mean, its not like purples are necessary, once you have above average blues there's really no point in going out to loot solely for purples, especially at default settings. they're rather unnecessary, especially when you add in traps doing the majority of damage at that point during horde nights.

though anyone that likes to min max will just end up grinding it out and burning out.

if legendary items have a similar grind then the vast majority of people will never even see one that fits their build so they'll be pointless to anyone that doesn't play 6 month games, which is likely a small minority.

doesn't bother me much either way. i've never played this game for the looting part, that's always been the prep part of playing 7dtd for me. i'm far more interested in building, whether it be a fancy thing or a new tower defense design.

 
Even though he didn't react on many arguments we made, but I'm well aware he has other things to do.
I think many of the suggestions and ideas that were given were good ideas and I wouldn't mind playing those versions of the game. I just don't see them as a "fix" since I don't think the dev's choice is broken. I see them as alternate versions. I would happily play that mod that was linked and have fun crafting up to t6 and I would also happily play vanilla and craft as high as I could and also be excited to find something "legendary" by good fortune.

 
Is the very existence of items that cannot be crafted in a game that calls itself a crafting game the thing that rankles?
In the past, there were already items that you could not craft yourself. Weapon parts are nothing new.

I think it's a combination of slow progress and having parts in areas where they didn't exist before like steel tools and steel armor.

Also, crafting seems to have become so much more expensive. I almost fell off my chair when I saw how much forged iron I need for a low level iron pickaxe.

Already since Alpha 17 I have the feeling that the developers want to limit crafting and building significantly. In Alpha 17 you had to be level 20 to craft an iron pickaxe and you found enough weapons to equip a small army but hardly any tools.

 
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I'd not mind this, I think it makes some sense. Though I'd hope crafting perks could give something here (maybe give a bit extra durability when you repair or the ability to repair it yourself without having to visit the trader--though I'm guessing that would be against the "get out of the house" mantra).

For me I hope they don't do this. They always talk about micromanaging things. They been doing things left and right to get away from so much micromanagement and I see this becoming micromanaging. Who goin to let the item get less then half way down? What you goin to keep repairing until it is barely a bar on it? So you can go swing a few times and broke again. Then you throw it in a box until you have enough to go for one trip to trader or scrap it because it isn't worth the hassle.

For me either when you repair it it drops quality until nothing is left and can't repair anymore. In this case the amount to make them needs to drop just a little sense you will be making them every so often. Maybe you don't want something that gets less then T3 so if you scrap at T3 you get more put of it then if you keep goin down to T2 and so on. Also when it drops say from T5 to T4 then stats change as well.

Now I can't remember the other way I was thinking. At work typing this and got called and lost my thoughts lol. If it comes back to me I will bring it up.

 
Started 2 new B152 games...1 with a friend, 1 solo for when the friend isn't around.

Co-op game went strength, planning to splash endurance. I got to 5 strength and miner69er 4....I have no need to ever go further. I can hope to loot a Q6, so i can get the best tools (which, despite random stats, will always be better due to 33% more modslots), but there's no need to actually complete the tree.

Single player game....looked at a perception build. Wanted to know if it was as good as the doomsayers are saying. Went to perception 7, for spears 4....I boosted salvage operations because if you completely ignore strength, the wrench makes a passable mining tool....but I now have the ability to craft Q5 spears and wrenches....why would i finish the tree? I suppose it could be framed as a "good" thing, since I don't NEED to finish the tree for Q6 items anymore, and can easier splash other attributes. But i didn't mind the prospect of putting those final points into something for that last bump. I don't have the option to choose that anymore. I might FIND an on-spec Q6 item, but I might not...and I'll likely find several off-spec items first. I just feel...I specialized as HARD as I could into something, to boost that ONE thing as effectively as possible, and I got it a bit more than halfway there...and I'm done. Now, I don't have the marksman rifle or steel spear schematic yet, or many parts, so even if I could craft Q6, I'd have a lot further to go in order to get it, but now, around the very first horde night, it feels like I'm already done with the entire attribute...move along...nothing more to be gained here despite 3 more levels of perception and several final skill levels.

 
The best way to fix it is to add a small chance to the final level in whatever craft to add an extra slot. You could still have the best ♥♥♥♥ out in the loot boxes but your crafting folks would still have some gear that was pretty close.

 
The best way to fix it is to add a small chance to the final level in whatever craft to add an extra slot. You could still have the best ♥♥♥♥ out in the loot boxes but your crafting folks would still have some gear that was pretty close.
They'd have to come up with a lot more mods for gear then because it can be hard to find 4 items to mod in to many items

 
I have 4 mods in everything I can mod. I don't know what you're missing out on.

*Edit*

Well almost everything. Bows are kind of lacking in that department I think.

 
I think the idea of tool parts to craft is good, but the way you have to get the highest tier should be turned around.

Right now it is:

crafting max lvl 5 - looting for T6

Should it no be like

looting only to T5 - scrap a lot of them to pieces - use parts and a lot of skill points to get T6?

Would make more sense imo

 
I have 4 mods in everything I can mod. I don't know what you're missing out on.
I agree, it is incredibly easy to get plenty of mods for nearly every item. I constantly find myself scrapping and selling mods in single player because my items are already jammed as full as they can get and I have a few backups and "to be put in when I get a better tool/armor" mods sitting in my base chests.

Q5 and Q6 don't compare because 33% more mod slots is a crazy boost, regardless of the other randomized stats (which are still pulling from a better pool of random numbers).

Q1 and Q2 with their 1 mod slot? roughly interchangeable, though due to the low end of stats, the increase is bigger than with other quality boosts that don't add a modslot.

Q3 and Q4, with 2 mod slots, are a huge jump up from Q1&2, though there is comparatively little difference between them.

Q5 has 3 mod slots, and is quite nice...

But since Q6 has 4 mod slots, the effectiveness of the item takes another massive jump, leaving the gap between craftable and lootable rather large.

You want to keep Q6 loot only, then change Q4 to 3 modslots, Q5 to 4 modslots, and keep Q6 at 4 modslots....THEN it will hardly matter whether you have Q5 or Q6.

 
I agree, it is incredibly easy to get plenty of mods for nearly every item. I constantly find myself scrapping and selling mods in single player because my items are already jammed as full as they can get and I have a few backups and "to be put in when I get a better tool/armor" mods sitting in my base chests.
Q5 and Q6 don't compare because 33% more mod slots is a crazy boost, regardless of the other randomized stats (which are still pulling from a better pool of random numbers).

Q1 and Q2 with their 1 mod slot? roughly interchangeable, though due to the low end of stats, the increase is bigger than with other quality boosts that don't add a modslot.

Q3 and Q4, with 2 mod slots, are a huge jump up from Q1&2, though there is comparatively little difference between them.

Q5 has 3 mod slots, and is quite nice...

But since Q6 has 4 mod slots, the effectiveness of the item takes another massive jump, leaving the gap between craftable and lootable rather large.

You want to keep Q6 loot only, then change Q4 to 3 modslots, Q5 to 4 modslots, and keep Q6 at 4 modslots....THEN it will hardly matter whether you have Q5 or Q6.
I believe the small difference in stats would make looting still better overall but wouldn't damn crafters to 3 mods only ever.

Hell make it so that only crafted blue items can have 4 slots. If you loot one it'll only ever have 3

 
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I believe the small difference in stats would make looting still better overall but wouldn't damn crafters to 3 mods only ever.
Hell make it so that only crafted blue items can have 4 slots. If you loot one it'll only ever have 3
I agree... I don't have a problem with needing to loot to get the best items. However, I feel the gap between the top crafted item and top looted item is too big as it currently stands.

 
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