Despite reading the forum for almost two years (not very active, but I take a look once in a while) I opened my first thread ever with exactly that topic. I also saw at least one other thread with that topic. I wasn't in rage then and I'm not now, but that clearly shows that this topic didn't arise now, but was existent before we could craft q6 items. I wonder how you get the impression that nobody cared before.You couldn’t craft t6 tools and weapons from the moment A18 came out. Where was this outrage the last two weeks? We got it back for 4 days and NOW we can’t live without it?
In my thread I wrote that I'm pretty confident that TFP won't implement the whole weapon part stuff and distribute weapons among all skill trees, so overhauling the whole gear crafting system, just to make it useless at the same time. That wouldn't make sense at all and is a waste of development resources. So with the believe that gear crafting will be useful at some point there was absolutely no reason to be outraged in any degree, but I still found that topic important enough to share my experience as feedback and opened my first thread about it. If that doesn't show that the topic is important for me, what does?
Even with q6 items being more rare, we are talking about two slots out of ten (if we consider everyone using just one ranged and one melee weapon and only pickaxes, axes and shovels as tools, so not counting augers, chainsaws, wrenches, alternative weapons, ...) you perk into in early to mid game. At the time you possibly could craft items for all slots you probably will already have found q6 items, or ideal q5 items for almost every slot. With that in mind you can either perk into two slots and hope you won't find better items than you can craft, or go for lucky looter and have better gear on every single slot, maybe even the two you would perk into otherwise.They took away crafting the highest tier but they gave us random stats instead of static midrange and they are making the higher tier items more rare. More low tier items means plenty of parts for crafting and more reason to craft since you may not find the top tier items.
Imho it's shortsighted to just compare looted items with crafted items without taking into account the skill trees. Because even if crafting would guarantee me better items on those two slots (what I don't even want), I'd still have to loot a lot of parts and still will loot better items for the other slots up until late mid to end game, so looting still would be the most important action for gearing up.
In my opinion, if looted items will remain better than crafted items, there is no place for lucky looter in this game. It throws any potential balance of. The only way I see to balance it, would be ramping up the damage part of the crafting perks a lot, but that would take away the freedom to use a weapon that isn't part of your choosen skill tree without shooting yourself in the leg.
There are two ways of motivation to leave your base. You must leave your base, or you want to leave your base.In A17, you could craft everything and be self sufficient in/around your base. Or you could leave. Now. You must leave.
I started late with this game, it was already A15 and of course I was exploring the ♥♥♥♥ out this game the first hundreds of hours. Afterwards there was just no reason to leave your base anymore. I neither had to, nor wanted to (at least not as often as I think it should be). I left the immediate surroundings of my base 1-3 times a week after I got a wrench and a couple of engines on the first three days. In A16 I didn't even start to explore as much, since there was no new motivation.
In A17 on the other hand we had more vehicles, we had dungeon POIs, we had quests, the world looked nicer and so on. I almost always was out in the world, not because I had to, but because I wanted to. In my last A17 game I started decorating my base at level ~240, because until then I was out having fun. Being able to craft better gear than I found, didn't stop my motivation at all. In A18 it's the same. I'm not leaving my base because I have to, but because I want to. Loot being more important than before is a nice bonus, but there is no necessity for it making crafting gear useless.
So I'm with RipClaw on:
Funny thing is that those players who seem to need an obligation to ever leave the base presumed in my thread that we wouldn't leave our "cozy cave" if we could craft useful items (hence why it seems like they need an obligation), despite me having been outside my base all day (and night) in A17.They are supported in this decision by the players who seem to never leave their base unless they get a reason to do so.In A17 you could craft everything yourself, but most of the time I wasn't in my base. I even went looting more often than in the alphas before because I did many of the quests. So if the quests, over 300 books and parts you can't make yourself are not enough reasons to leave the base then I don't know what is enough.
What's the point in doing that, if I already find better gear than I can craft? To craft a q3 weapon I first have to find 3 weapons I can scrap, so I already have 3 chances to find a better one. For each additional try I have to find 2 more weapons which have the chance to be better. I have to be really unlucky to have a reason to craft any weapon or tool. Either that or TFP will nerf looting quality chances to the ground. But that would affect all slots, not just the two I perked into. So in order to make crafting q1-5 useful they'll have to nerf all gear.You can still craft tiers 1-5
I'd rather see them balancing looting quality on the progression rate they consider right with crafting being competitive on those two slots, than them balancing looting quality so it makes crafting competitive in early and mid game. Also how do you balance that? Even if two people chose the same skill tree they still could progress in their crafting perks at a very different speed.
It's not about being unable to craft some particular items, it's about crafting gear being useful or not. I get that in A17 crafting being competitive was a problem. There was no limit on how many items you can craft without exploring the world (and thus taking risks) and you could easily progress to a point where you were able to craft high quality gear on every slot in early game. But that changed with A18. We now have to loot, no matter if we craft gear or just use the gear we loot. We also are limited in the amount of gear we can craft. And we now won't be able to craft high quality gear on every slot up until late end game (so at a point where we already had countless chances on finding better gear).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?
It doesn't make sense to balance crafting in A18 on the state the game was in A17. If we do, what's the point of all the changes that came with A18?
It is also about the feel of contribution to my progress. When I after farming materials for hours, some by mining, some by salvaging, some by looting, and so on, craft a shiny weapon of the type I specialized myself in and then go out to kill tons of zombies, I feel like I contributed to what I'm capable of. It makes me happy and lets me enjoy the game even more. On the other hand, if the capability of my character is solely bound to the luck I had while looting, it doesn't feel like I contributed to it as much. Either I'm lucky or I'm not. Being able to craft low quality (in proportion to the level I'm in) weapons is a safety vault at best. But we already have weapons we didn't specialize in as safety vaults that enable us to do stuff, but not as efficient.
But we can't no matter if q6 crafting is possible or not. The situation has changed a lot since A17. There is no crafting gear (aside from stone/primitive) without looting in A18. Also the world got more interesting (already with A17, but even more in A18), so I don't need an obligation to leave my base, I already want to leave my base as much as possible. Back in A15 and A16 I made huge bases with lots of decorated rooms. In A16 I even build a subway line with multiple stations, due to the boring outside. In A17 on the other hand I always took over a T1 to T2 poi, replaced some broken blocks and painted walls, floor and ceiling. I had no time for big decorating or building projects, because there was interesting stuff to do outside.if u can craft everything and its even equal/better than loot what the point of leaving the base? (this was the main problem in a17)
This!And there are enough other reasons to leave the base. The Q6 items are just the icing on the cake.