What response have I given that makes you think this isn’t a genuine issue? Because I’m not emotionally invested in this issue like some of you? I’m interested in this design change. I love seeing how the game changes and what happens. I’m sure there will be unintended consequences for what they do and I’m stoked to see what emerges. I read Wizard’s First Rule....
I think a loot only t6 design is good. If things don’t pan out and both looting and crafting suffers from it and they revert it to the way it was I won’t be disappointed. Unlike some here I think both designs have merit and from reading comments I see about as much support for the change as I see against it.
So if things revert I hope some savvy modder feels the NEED to make t6 noncraftable again so we have play options going forward.
It doesn't seem like you think it's a genuine issue because all points that are brought up against what you support are shot down without a valid argument/reason. You also seem to be emotionally invested in the conversation on your opinion because a lot of your comments go out to make the people who have an opinion opposing to yours as unhinged individuals devoid of reason, as well as many comments sounding glib/tongue and cheek .
Not being able to craft t6 items is not the issue, it is one of the symptoms of the actual problem.
The problem is one area of the game is effectively useless at the moment. Right now, there is no way that crafting weapons/tools is a viable way to progress in the game....there just isn't. Regardless of having lucky looter or not (again, not the issue in this conversation, but just adds fuel to the fire) you will, a significant majority of the time, loot higher tier gear before you are able to craft it.
This, being able to get everything you need from looting, effectively negates any benefit to crafting. The same can be said of farming too. With as many barriers as there is to starting farming it is no longer necessary and more of a supplement for food supply than anything else. Canned food is readily available and looted frequently, free of food poisoning risk, and doesn't require any point investment to obtain. I'm getting a little off point (from gear/weapon/tool crafting) but the idea still applies.
The need and usefulness of non-looting methods of obtaining items is slowly being eroded.
This is why, in my first comment, I compare the trajectory that 7dtd is on right now (incentivizing looting, disincentivising crafting) as to making a PvE fortenite game with zombies.
Also, this is an experimental build and a game in alpha and that is
exactly the reason people should bring up their issues with changes right now. We don't know what TFP are planning and, no offence to the mods of the forums, I would be more satisfied with having an official TFP representative lay out the vision than hearing it from someone who heard something from someone else (but maybe I don't know, maybe the mods have a confirmed direct line to the devs and their vision).
And, often, the only way to have your concerns recognized is to get over the top because most of the time when you pose a logical, concise argument/feed back it is lost to the irrational chatter.
I don't need everything equal, I would be fine with having the highest tier items be loot only (as long as they are super rare and not just random drops from random places, can be random drops from specific difficult places), but I do need all aspects of the game to be viable and not overshadowed by other aspects of the game. The base game needs to have more choices for gameplay, not less.....we need more player agency, not less.