OldManBrian
Refugee
EDIT: Ignore this duplicate thread, the forum ate it when I originally posted it and I had to re-write it, but it just now spit it back out for some reason.
My friends and I have been playing the hell out of this game for a while, and the big thing that keeps us coming back is starting a new map and not knowing how long it will be until we can find a "critical" item or schematic. It makes repeat playthroughs dynamic and interesting, because you might be stuck with unrepairable guns, no workbench, or having to travel on foot for an unpredictable period of time. Usually once we got all the "critical" items\schematics, the game quickly becomes a bit boring so we start a new game to get that thrill back.
I see that vehicles, weapon crafting, and other things look like they're now perk-based in a very predictable way instead of schematic-based, so what is that going to do for looting fun and "gating" players? (Gating meaning stopping the players from building\repairing certain items until they find a random item or schematic, preventing them from predictably gaining access to more advanced items and abilities.)
There was genuine excitement from looting and the possibility of getting a key schematic or item, but it seems like that will go away with a17. Is there a game mechanic being added to replace that, or to bring back some sort of gating and unpredictability? (For example, some blueprints requiring rare lootable only items, etc)
My friends and I have been playing the hell out of this game for a while, and the big thing that keeps us coming back is starting a new map and not knowing how long it will be until we can find a "critical" item or schematic. It makes repeat playthroughs dynamic and interesting, because you might be stuck with unrepairable guns, no workbench, or having to travel on foot for an unpredictable period of time. Usually once we got all the "critical" items\schematics, the game quickly becomes a bit boring so we start a new game to get that thrill back.
I see that vehicles, weapon crafting, and other things look like they're now perk-based in a very predictable way instead of schematic-based, so what is that going to do for looting fun and "gating" players? (Gating meaning stopping the players from building\repairing certain items until they find a random item or schematic, preventing them from predictably gaining access to more advanced items and abilities.)
There was genuine excitement from looting and the possibility of getting a key schematic or item, but it seems like that will go away with a17. Is there a game mechanic being added to replace that, or to bring back some sort of gating and unpredictability? (For example, some blueprints requiring rare lootable only items, etc)
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