PC It's all gone wrong, terribly wrong.

The inaccurate part of your statement is that it is the skill system that locks you into a limited number of weapons. Wrong. It is your own unwillingness to use a less than the most optimal weapon. Period. Well, that's your choice. I do enjoy deeply speccing into a few weapons and like that they are my primary weapons for that game. But just because I have an auto shotgun that I'm fully perked into and every mod slot in that weapon is filled doesn't mean that is the only weapon I'm going to use. It doesn't mean I'm locked out of using an assault rifle as well. I know it, because I often do exactly that with great results.
Well assult rifle is bad example here because... Assult rifle is "all range" gun = it's good for long and short range too. But shotgun is bad for longer range so you have to use rifle as well to have chance 

 
Well assult rifle is bad example here because... Assult rifle is "all range" gun = it's good for long and short range too. But shotgun is bad for longer range so you have to use rifle as well to have chance 
That's not the point... The claim the person Roland was responding to was that you can't adequately use a weapon you're not perked into, which is factually false and easily observable.

 
I love conversations like these because it gives me an excuse to slip in math  ☺️

What happens when you spec into a weapon (assuming you get an average weapon in terms of randomization).  For the difficulty levels, I used 83% expected damage at warrior and 66% expected damage at Survivalist.

image.png

Not taking into consideration rounds per minute and reload speed, there is an obvious advantage in spec'ing into a weapon.

Nice thing about math, it doesn't have emotions and tries to win an argument; it just says - "Here are the facts"

 
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That's not the point... The claim the person Roland was responding to was that you can't adequately use a weapon you're not perked into, which is factually false and easily observable.
Yep but i just writing why assult gun is bad example because this is only universal weapon in this game . So if you put perks into Machine guns and you have a lot of ammo this would be pointless to change your weapon for shotgun in short range or sniper rifle in long rage. 

i'm against weapons perks because they limit number of weapons in game

I love conversations like these because it gives me an excuse to slip in math  ☺️

What happens when you spec into a weapon (assuming you get an average weapon in terms of randomization)

View attachment 24876

Not taking into consideration rounds per minute and reload speed, there is an obvious advantage in spec'ing into a weapon.

Nice thing about math, it doesn't have emotions and tries to win an argument; it just says - "Here are the facts"
you forget about one fact that change how balance work - if this would be game like cod zombie. I would be 100% agree but... you have random stuff --> so it's better to invest into lucky looter + googles + candy that invest in weapons perks. why? because you don't know which weapon you will find and how many ammo you will get. So there  is better to get next tier weapon faster and get shotgun  that put point in hunting rifle but find low tier weapon ( ps junk shotgun is so useless so there even no point to invest in shotgun until you will find pomp shotgun

 
Yep but i just writing why assult gun is bad example because this is only universal weapon in this game . So if you put perks into Machine guns and you have a lot of ammo this would be pointless to change your weapon for shotgun in short range or sniper rifle in long rage. 

i'm against weapons perks because they limit number of weapons in game


I think you lost a lot of us.  There is no universal weapon in the game, there are 4 classes of gunpowder weapons in the game (Rifles, shotguns, machine guns, pistols/smgs).

Not everyone perks in fortitude (or even strength).  I tend to perk into Agility myself.  When I am looting / mining / adventuring in the world, I take a pistol with me along with a bow, and I have a shotgun ready as my backup weapon.  During horde nights, I have a weapon from each class on my toolbelt and use all of them even if I am not spec'd into it - I typically use AP rounds in sniper rifles to take out armored foes - Demo for example.  And I max out the perks in the Agility tree for the pistols / bows.

Also, weapon perks are not what is limiting the number of weapons in the game.  TFP did not want to create a lot of weapon models and assets so they mostly sticked to 4 weapons per group based on the tiers

 
I think you lost a lot of us.  There is no universal weapon in the game, there are 4 classes of gunpowder weapons in the game (Rifles, shotguns, machine guns, pistols/smgs).

Not everyone perks in fortitude (or even strength).  I tend to perk into Agility myself.  When I am looting / mining / adventuring in the world, I take a pistol with me along with a bow, and I have a shotgun ready as my backup weapon.  During horde nights, I have a weapon from each class on my toolbelt and use all of them even if I am not spec'd into it - I typically use AP rounds in sniper rifles to take out armored foes - Demo for example.  And I max out the perks in the Agility tree for the pistols / bows.

Also, weapon perks are not what is limiting the number of weapons in the game.  TFP did not want to create a lot of weapon models and assets so they mostly sticked to 4 weapons per group based on the tiers
1. well i'm doing this same but because diffrent ammo -  but for horde nights assults guns are the best one because you can shot zombie in close and  long range. While looting i use melee plus shotgun or pistol to save rifle bullets . i'm making bases in starship troopers style mixed with ww1. 

2. and TFP didn't wanted because... there is no option to make let say 10 axes ,  10 sledgehammers variants. without perks you could have actuall number of melee weapons and tons of diffrents guns because.... nothing would limit you except ammo

 
Well, since we're now arguing about weapons and perks let me pitch my idea for like the 3rd time. I'd appreciate hearing what you guys think about it.

What do you think about a change that would remove damage bonuses from combat perks and some weapon mods (things like scopes, extended mags, etc)? Instead, perks would only increase/provide things like reload speed, rate of fire, crits, etc. Basically just removing the +damage% from perks and keeping the rest as is.

 
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Well, since we're now arguing about weapons and perks let me pitch my idea for like the 3rd time. I'd appreciate hearing what you guys think about it.

What do you think about a change that would remove damage bonuses from combat perks and some weapon mods (things like scopes, extended mags, etc)? Instead, perks would only increase/provide things like reload speed, rate of fire, crits, etc. Basically just removing the +damage% from perks and keeping the rest as is.
Well this not solution in my opinion - honestly bigger dmg have more sense that critics. Why? well  it could be added heavier barrel mod and this would be realistic and logical

 
Well this not solution in my opinion - honestly bigger dmg have more sense that critics. Why? well  it could be added heavier barrel mod and this would be realistic and logical
I'm not talking about crits on all guns, only pistols currently have crits in their perks. Combat perks right now provide things like reload speed already, all I'm proposing is removing +damage% from those bonuses.

 
I'm not talking about crits on all guns, only pistols currently have crits in their perks. Combat perks right now provide things like reload speed already, all I'm proposing is removing +damage% from those bonuses.
This would be good if weapons quality would be connected with advance engineering

 
This would be good if weapons quality would be connected with advance engineering
That would make Intellect even more overpowered than it already is, although I agree that combat perks shouldn't effect the tier of weapons crafted by the player. That's another discussion though. It's not like you can't get higher tier weapons without perks.

 
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That would make Intellect even more overpowered than it already is, although I agree that combat perks shouldn't effect the tier of weapons crafted by the player. That's another discussion though. It's not like you can't get higher tier weapons without perks.
After adding steel parts intellect is rly.... underpowered  because without looting you can't make steel tools 

 
To be fair there have also been some changes. In the beginning, blade traps and turrets triggered the explosion of the demolisher. Only dart traps where safe to use.

With A19 blade traps no longer triggered the explosion and in A20, SMG and shotgun turrets no longer trigger the explosion either, even though it was never officially confirmed that this is intended.
That is fair. The fact remains that in 2022, demolishers can be dealt with through building strategies and traps. The OP is talking like it’s still 2019. 

 
you forget about one fact that change how balance work - if this would be game like cod zombie. I would be 100% agree but... you have random stuff --> so it's better to invest into lucky looter + googles + candy that invest in weapons perks. why? because you don't know which weapon you will find and how many ammo you will get. So there  is better to get next tier weapon faster and get shotgun  that put point in hunting rifle but find low tier weapon ( ps junk shotgun is so useless so there even no point to invest in shotgun until you will find pomp shotgun


Everyone plays the game differently, but it is not a requirement to get the next tier weapon ASAP.  Lucky looter is usually one I don't spec into unless I am going more Perception tree; but it is usually not high on my list of perks to unlock really.  A double barrel shotgun is just as effective as a pump shotgun if used properly.  Heck, I have gone games where I kept using a higher quality T1 weapon even though I found lower quality T2 weapons.  A Q6 double barrel is much better than a Q1 pump shotgun if that is my backup weapon.

10% boost in damage per perk level affects every weapon in the class you end up spec'ing into.  Even if I only have a T0 or T1 weapon at that point, I know the point is not going to be wasted when I eventually get the T3 weapons.  Some people might not want to perk into weapons which is totally fine; however, based on comments we see in the forums, a lot of people wish they could spec into most of the weapons.

That would make Intellect even more overpowered than it already is, although I agree that combat perks shouldn't effect the tier of weapons crafted by the player. That's another discussion though. It's not like you can't get higher tier weapons without perks.


That's really interesting that you said this  😁

    <insertBefore xpath="/progression/perks/perk[@name='perkDeadEye']/effect_group/passive_effect[@name='EntityDamage']">
        <passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="1,1,1,1,1" tags="PipeRifle"/>        
        <passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="1,2,3,3,3" tags="T1Rifle"/>
        <passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="1,2,2,2,2" tags="T2Rifle"/>    
        <passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="1,1,1,1,1" tags="T3Rifle"/>
    </insertBefore>

Code:
<!-- New Quality 6 Crafting Perk  -->
    <insertAfter xpath="/progression/perks/perk[@name='perkGreaseMonkey']">
        <perk name="perkQualityCrafting" parent="skillIntellectCraftsmanship" name_key="perkQualityCraftingName" desc_key="perkQualityCraftingDesc" icon="ui_game_symbol_service">
            <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="2" desc_key="reqIntellectLevel02"/></level_requirements>
            <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="4" desc_key="reqIntellectLevel04"/></level_requirements>
            <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="6" desc_key="reqIntellectLevel06"/></level_requirements>
            <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="8" desc_key="reqIntellectLevel08"/></level_requirements>
            <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements>

        <effect_group>
            <passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="2,2,2,2,2" tags="T1Crafting"/>
            <passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="1,2,2,3,3" tags="T2Crafting"/>
            <passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="0,1,2,3,4" tags="T3Crafting"/>

            <effect_description level="1" desc_key="perkQualityCraftingRank1Desc" long_desc_key="perkQualityCraftingRank1LongDesc"/>
            <effect_description level="2" desc_key="perkQualityCraftingRank2Desc" long_desc_key="perkQualityCraftingRank2LongDesc"/>
            <effect_description level="3" desc_key="perkQualityCraftingRank3Desc" long_desc_key="perkQualityCraftingRank3LongDesc"/>
            <effect_description level="4" desc_key="perkQualityCraftingRank4Desc" long_desc_key="perkQualityCraftingRank4LongDesc"/>
            <effect_description level="5" desc_key="perkQualityCraftingRank5Desc" long_desc_key="perkQualityCraftingRank5LongDesc"/>
        </effect_group>
    </perk>
    </insertAfter>
I'm not talking about crits on all guns, only pistols currently have crits in their perks. Combat perks right now provide things like reload speed already, all I'm proposing is removing +damage% from those bonuses.


Easy to do in a mod really

That is fair. The fact remains that in 2022, demolishers can be dealt with through building strategies and traps. The OP is talking like it’s still 2019. 


Even before Auto turrets stopped triggering demos, they still could be used.  The trick was either shutting them off if the demos showed up or just setting them up to trigger the demos further from your base and let them take out other zombies for you.  A lot of people gave up fighting them (and then complained) if the way they built bases suddenly couldn't take care of this new threat without having to adapt.

 
Everyone plays the game differently, but it is not a requirement to get the next tier weapon ASAP.  Lucky looter is usually one I don't spec into unless I am going more Perception tree; but it is usually not high on my list of perks to unlock really.  A double barrel shotgun is just as effective as a pump shotgun if used properly.  Heck, I have gone games where I kept using a higher quality T1 weapon even though I found lower quality T2 weapons.  A Q6 double barrel is much better than a Q1 pump shotgun if that is my backup weapon.

10% boost in damage per perk level affects every weapon in the class you end up spec'ing into.  Even if I only have a T0 or T1 weapon at that point, I know the point is not going to be wasted when I eventually get the T3 weapons.  Some people might not want to perk into weapons which is totally fine; however, based on comments we see in the forums, a lot of people wish they could spec into most of the weapons.
not rly - junk shotgun is much much weaker that double barrel shotgun because  probly ( it need to be checked ) 2 point into shotgun junk gun with green quality will have lower DPS that 0 point orange 2 barrel shotgun. Well honestly this depends a lot on your luck at  T1/T2 stage. After adding perks into INT perks and lucky looter perks you will have enough perks to spend them into guns without problem. But still.... gamestage make 7dtd into unlogical as hell. that's why i'm against global gamestage ( global by meaning connected with characters) - local gamestage -> wildness --> small city etc is much more logical

 
I don't know if this will get read or not but,  I've been playing since A14 and I absolutely love the game.  TFP has done an amazing job with this game and progression.  While I think that the game should have been made a full game a long time ago, we need to all consider something.  This game has been around for years and we have all payed somewhere between 20-40 dollars for the game.  There is now mods and other things to change the game and there is so many things to do.  Bottom line, if you dont like quests, dont do them.  If you want to craft more, loot less of the big boxes pois provide.  The wasteland is hard as heck and I love it for the excitement so make a base there and you will never be bored LOL.  We have all played this game for years and not payed another cent.  For me, I have over 4000 hours in it and it has by far payed for its worth.  Thank you fun pimps for making this an amazing game for "most".  Peace ❤️

 
    Lmao its the big red button all over again! How hard is it to ignore trader quests? Is it really such a struggle to play without top grade weapons?

 Trader quests become tedious quickly, so I dont do them (rarely use traders for that matter) All lower tier weapons work fine anything better found is a bonus. Scavenging will always be more fun than just buying. Surprised we havent had "Make all top gear available at vending machines from start" yet....... Oh god!!! What have I done??? Nnnnuuuuuuuuuuuuuuu!!!

 
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