OldManBrian
New member
My friends and I have played the hell out of this game for years now, and one of the things that keeps us coming back is how fun the unpredictable loot-based crafting is. You don't know how long you're gonna be stuck with basic weapons, unrepairable guns, lack of transportation, etc. It makes new playthroughs exhilarating and keeps the game from becoming stale. We generally get bored pretty quickly after we get all the "critical" items\schematics and start a new playthrough to bring that thrill back.
It looks like a17 is going to transition from unpredictable non-linear loot\schematic based "gating", to predictable linear perk\xp based "gating". (Gating meaning something that prevents the player from crafting\repairing certain items until they find or do something to unlock it.)
How is a17 going to keep looting fun and playthroughs unpredictable with this new system? We were really hoping the loot\schematic based gating was going to be expanded, but it seems to have been mostly eliminated instead.
It looks like a17 is going to transition from unpredictable non-linear loot\schematic based "gating", to predictable linear perk\xp based "gating". (Gating meaning something that prevents the player from crafting\repairing certain items until they find or do something to unlock it.)
How is a17 going to keep looting fun and playthroughs unpredictable with this new system? We were really hoping the loot\schematic based gating was going to be expanded, but it seems to have been mostly eliminated instead.