I don't see any need for weapon crafting anymore with the combiner and these new weapons

I feel the new magnitude system is too OP needs more balance?....Day 2 i used the combine bench to upgrade my axe and well i cant remember the stats but man it was way too powerful for early game. Maybe more sandbox options to tweak this? Otherwise I love the new system. (y)
How was it too powerful for early game? It is just an axe. Lots of people claiming the magnitude buffs are too much without justification.

Something to keep in mind is that the buffs need to be noticeable because if they aren't there's no point engaging with the system at all.
 
Agreed. The concept is good but needs tweaking. The percentage chance of getting one at 30% is a bit high. I think between 7-15% would be better.

For me I think 7% or 10% at most would be ideal.

The bonuses are also far too strong. The values need to be capped more per tier where you should only find a larger disparity at tier 6. Until then the percentages should be lower and gradually increase as the tiers increase.

Perhaps something like up to 10%, 15%, 20%, 25% for t1-4

I think 7-15% is too weak. I also think the bonuses are jusssst right. Weirdly enough my position is just as well argued and supported as yours.

More seriously, your proposal for 7%-10% misses the point of magnitude system. The point is to give players a reason to keep looting and to give value to duplicates found looting. If the buff increase is marginal, which 7-10% definitely is, players are better served not engaging with the system until the very end game. For weapons and tools that you are constantly upgrading to new qualities and tiers, why bother combining something that will give you such a small increase (especially considering that not everything will roll high). I also assume that part of the reason for the higher percentages is to counter balance the blue and orange zombies that were added in an earlier version.
 
How was it too powerful for early game? It is just an axe. Lots of people claiming the magnitude buffs are too much without justification.

Something to keep in mind is that the buffs need to be noticeable because if they aren't there's no point engaging with the system at all.
Its too powerful early game because I`m on day 2 and i should be struggling to gather wood not be an expert lumberjack. Again that's why we should get more sandbox options to tweak this system so you can play an arcade experience or a grind out survival experiences...= Everyone has their way to play.....
 
Its too powerful early game because I`m on day 2 and i should be struggling to gather wood not be an expert lumberjack
...that has never once been the case. Gathering wood has always been easy.

That said, I personally would like to be able to get magnitude bonuses on crafted items. I hate how much I'm being forced to loot, I don't want to spend all my time looting.
 
Day 6 pipe baton on very difficult settings and low loot. I don't mind that some of the stats are powerful, i object to getting all of them starred so quickly. Hopefully that becomes a rarity setting in the new options menu.
day6baton.png
 
More seriously, your proposal for 7%-10% misses the point of magnitude system. The point is to give players a reason to keep looting and to give value to duplicates found looting. If the buff increase is marginal, which 7-10% definitely is
Just a note - the 7-10% that they were talking about was in regards to the chance to loot one, not the increase per quality level. :)

As far as the system itself, I can't really comment since I haven't played 3.0 yet beyond just a couple quick tests of a couple of things. But it seems to me that the chance to find higher quality mods should be based on your loot stage. You should rarely find them in the first few days and then start finding better and better more often as you progress through the game. Just like you don't find a Q6 weapon on day 1 (at least, not normally), you shouldn't find a high quality mod either. What kind of balance that needs, I have no idea. If there are 5 quality levels to mods, then maybe when your loot stage is at the point where you are starting to find iron weapons, then you can find quality 2 mods, then quality 3 when you are at the higher end of iron weapons, quality 4 at the lower end of steel weapons, and quality 5 at the higher end of steel weapons. Just as a general example... as I said, I don't know the best balance for it.

As far as the chance to actually find one, I think just leaving it as it was originally when we had one level of each mod is fine. For example, if the chance to find the magazine mod was 5% before (I'm just tossing out a number; I don't know the actual chance), then the chance to find a magazine mod now should also be 5%. However, if you do find one, you now have a chance of getting a higher quality based on your loot stage. So chance to find them should be what it used to be since I think that was generally good, but the chance of getting a higher quality one is based on the loot stage. I think that makes sense.

Of course, with the combiner (which I haven't used and don't know much about), if you can combine 2 quality 1 mods to get a quality 2 mod, then maybe the chance to get them should be a bit lower than in the past. That, or mods should start out worst than in the past and only build up to equal to the past around quality 3 or 4 (or even 5). If it takes two Q1 mods to make one Q2 mod, then two Q2 mods (which means four Q1 mods unless you loot Q2 mods) to make one Q3 mod, and so on, then that would probably work out okay. I'm not sure if that's how that works, though.
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Day 6 pipe baton on very difficult settings and low loot. I don't mind that some of the stats are powerful, i object to getting all of them starred so quickly. Hopefully that becomes a rarity setting in the new options menu.
Yeah, that seems excessive to get them all maxed out by day 6.
 
...that has never once been the case. Gathering wood has always been easy.

That said, I personally would like to be able to get magnitude bonuses on crafted items. I hate how much I'm being forced to loot, I don't want to spend all my time looting.
There is a fine line between just the early game hatchet which is fine and then being a lumberjack God on day 2... That's not good progression buddy.
 
I was looking through the creative menu and it appears that at least half, perhaps more of the time, items were displayed as starred. It honestly felt like 3/4 at times. Perhaps that could be toned down in the future, idk.
The creative menu doesn't really say much, though. It's just a random chance of a specific quality level (or now, as starred). It isn't based at all on your chances to find them in the game since it doesn't look at game stage or loot stage or level or anything.

We *REALLY* need a way to see specific quality levels and, now, starred stuff instead of it being random. That random stuff was annoying when it was only the quality level. Now, it's going to be much worse.
 
Day 6 pipe baton on very difficult settings and low loot. I don't mind that some of the stats are powerful, i object to getting all of them starred so quickly. Hopefully that becomes a rarity setting in the new options menu.
This is why the percentages are way too high both in rarity and bonuses given. With a 40% increase you go from 15 to 25 attack damage. That is more than a nice little bonus for looting and puts you ahead in tiers of loot not to mention a 50% stamina reduction makes stamina manegement negligible.

Perhaps two new sliders for rarity (chance to find) and magnitude (% bonus given). In this way I can enjoy a weapon that has a more reasonable bonus attached while also making them a bit more rare while others can do in the inverse if they wish.
 
I've definitely been crafting max lvl in the tier of my starred items. Beats waiting to find it in loot. Other than that though, the crafting takes a slight back seat to the loot now, and I am for it. It gives me a reason to go out and search new POI vs grinding mats
 
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