PC Does anyone use the Magazines?

I do not use them. They are just a waste of rare inventory slots. If I wanted to use them in situation they are useful, it would mean I have to carry them all the day with me, only just in case situation x will occur someday.

I wonder if the devs are using them?! Maybe they can explain for what exactly they made them...

 
I haven't really used those magazines with the temp buff/perk yet. I always end up saving them for some "purpose" for later, but then never use them. I know lot of people sell them too.
Does anyone use these? and how do you use them to best advantage? does the perk many a big difference in any cases of note? Please tell me your thoughts on if I should use them, or sell them, or scrap em.
So far I've never been in a situation where I would have benefited from one of the magazines I had.

 
Seems like they are either good for selling to the trader or using to offset the death penalty. Seems like they serve a decent enough purpose since I think only a minority of players play dead is dead or bother modding the death penalty.

 
I've never used a single one, and now have a storage box more than half full of them.

Not really sure why I'm keeping them. Might be worth selling once I have perked up my barter skills.

To me they seem stupid. Perhaps for people who can't plan and budget their skill points they might serve a purpose.

 
Make magazines give a bonus to xp earned while using one of the skills. Mining magazine gives you extra xp towards your mining tools skill, etc.

Oh wait. Never mind.

They should add sparkles to the buy button then.

 
The level gating makes them ... not that useful in the early game.

Midgame i can see a use, IE, you have skill at 4/5, and meet the attribute

requirement. Then it can be somewhat useful to use a magazine to max out

that skill temporarly , and spend points on other perks.

 
Love finding Daring Adventurer magazines. I only do a couple quests per week, so I can just read/perk up before I turn them in. The rest, sell off.

 
they're pretty trash. 1 point in a skill/attribute is worthless since the magazine bonuses are level gated, so you'd have to already be behind the curve on a skill where 1 point is make or break. which is int, and if you're behind on Int, odds are a magazine isn't your problem.
It depends, glasses+magazine is +3 int, which also allows you to learn perks that require that much int once you meet the lv req, so technacally you could use this to save 3 skill points, as there is really no reason to always keep your int maxxed, as it mostly effects stuff like crafting and the trader. I tend to keep my int 2 below my lv cap, and just use the glasses to gain that 2 I need when I need it, to save 2 skill points early game. Depends how much rng loves me though i've gone day 14 without finding the glasses once. Most people once they get a base don't really craft much on the fly, and if your like building a base you could put the glasses on for craft speed. Though the lucky ones might be better depending if its a double int level with craft speed or not.

Magazines I use the most and I hold onto are: master chef, I keep lv 1 in the perk, if I need to make veggie stew, I save up mats to make a ton of them, pop the magazine page and then queue em up. Again this is mostly to save skill points early game (below level 100) when they are much more tight.

 
Seems like they are either good for selling to the trader or using to offset the death penalty. Seems like they serve a decent enough purpose since I think only a minority of players play dead is dead or bother modding the death penalty.
I'm one of those minorities, playing on insane for example is pointless if your just going to let yourself die and respawn, there is no actual challenge there as you can respawn from death as much as you want. Now playing Insane+always run+dead is dead, now thats super hard mode right there. Insane by itself is not that big of a deal, but add always run, and dead is dead and the challenge goes up exponentally.

That said I rarely play insane as in a16 I just felt the zombies were all walking tanks, so I usually played 1 diffculty lower, to result in them still hitting like trucks, but it doesn't take forever to kill them.

 
I haven't really used those magazines with the temp buff/perk yet. I always end up saving them for some "purpose" for later, but then never use them. I know lot of people sell them too.
Does anyone use these? and how do you use them to best advantage? does the perk many a big difference in any cases of note? Please tell me your thoughts on if I should use them, or sell them, or scrap em.
I'm in exactly the same boat. My thought is that once I get more used to the final skill system, I'll hopefully be better equipped to make use of them. They do require that you be very aware of your skill levels...

 
Magazines are 100% worthless to me. At first I would save them up and then haul them to the trader and sell them. Now I just drop them on the ground because they're not worth the trouble. If shotguns did more than 7 f'ing damage I might scrap them for paper to make shotgun shells, but everything is nerfed and broken in this alpha so there's really no point in doing a lot of things that the devs hoped we would be doing. I can only hope that they have learned that smoking bath salts while trashing your game and replacing all the mechanics is not a great idea, and A18 might incorporate things that people who actually play the game might enjoy.

 
I don't mind them, but I have yet to use one when I feel like I need one. Usually when you get them, they just get in the way... but once in a while I'll bring one back home for storage with the hopes that I can I apply some sort of strategy in using them one day. Just a guess, but I am thinking they benefit mid-game the most.

I think that they shouldn't be so complicated. If the magazine provides some temporary perk, just give it. Does it really need to be gated? It's only a short period of time.

 
I don't like the way they work. While I don't mind the concept of temporary buffs from drugs or food for physical performance enhancement, the concept of temporary unlocks in the skill tree, based on the implication that my memory is like a sieve letting learned information slip through after 30 minutes, is rather unappealing and (buzzword incoming: ) immersion breaking to me.

Pair that with the new schematics as a crafting ingredient concept.

The schematics are still one-use (or in case of armor mods few-use) and then there's no need to gather them anymore, so they put in these magazines.

In my opinion the magazines are a cheap attempt at making bookstores/ book loot have some long term purpose after removing the original schematics system. I don't think there was anything wrong with the old system, where after a while you would not loot bookstores anymore and move on to other loot locations/ sources. It just doesn't work for me. I don't like fiddling around with magazines and planning to carry some around for specific situations. If I unlock a skill I want to keep a skill. And keeping them for trading isn't that great either because again inventory management and rather low profit.

At least they left in the option to scrap them for paper.

Suggestion to the devs: One way this magazine nonsense might become somewhat valueable to the broad masses and even better streamlined:

Scratch the idea of having 47 different magazines (saving our inventory space and reducing the number of items for the game to load) and turn them into one generic "stack of well preserved literature". Make said new item a very rare drop, that upon use will grant the player a juicy amount of xp. They become an alternative way to level up and unlock skills. Guess there could be a few different tiers with different xp values given.

Can't believe I'm actually making a suggestion like this, but I can't think of a better solution, that wouldn't completely revert the new leveling system TFP introduced.

 
they're pretty trash. 1 point in a skill/attribute is worthless since the magazine bonuses are level gated, so you'd have to already be behind the curve on a skill where 1 point is make or break. which is int, and if you're behind on Int, odds are a magazine isn't your problem.
+1

Level gating makes them useless. Hoard them and sell when you barter is better.

 
I think they'd be a lot more useful if they bypassed a level requirement. Normally I have the needed skill bought already, and have a bunch sitting in a chest because I can't use them. Sometimes they're useful, but not near as much as not. They are useful if you die, I suppose, to offset the loss due to the debuff *shrug*

 
I use them as soon as I see them. For me they aren't worth carrying around to be used when I really might need one, and early on when I might in theory have use of one inventory space is too limited to keep anything extra on hand.

 
Not worth the inventory slot. They don't sell for much and they don't bypass the level gate. Pretty worthless.

 
Use them instantly. If you can gain a point in a main attribute it's always going to come in handy, and otherwise they take up too much space. A character who can carry 270,000 stones could be slowed to a crawl by 45 magazines... not worth carrying around unless you're really close to your storage chest or a trader.

 
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