WickesGuru
New member
I've not found a single santa hat since A20 experimental dropped until now so...whos really getting the shaft here?
Not only literally not my rationale but contrary to things I have explicitly stated. 0/10 effort.By your rationale everything would be easy to find from steel axes to augers to uzis
I don't disagree with most of this, but-- as has been pointed out ad nauseam, the game already does fake-random.
FWIW, I don't want the game to be easier. My objection is to pointless difficulty. It's not an either/or proposition! In fact, I would prefer not to be able to loot any weapons or gear higher level than (at most) one level beyond my ability to craft it, and I believe level 6 stuff should be available through crafting exclusively. The game doesn't suddenly become "easy," however, because I found a beaker in a place where one might expect to find a friggin' beaker. I don't see the gameplay detriment in that.
But by all means, give me MORE lead fishing weights, in a deserted community where apparently no one owned a boat and there are no lakes or rivers! Where did they do all this fishing? Ditches? Culverts? The water treatment plant?
I'm in the same boat. It's just silly that I can unlock a chem station using points yet to craft one it requires one item that isn't even craftable and the RNG is so damn low that it's nearly impossible to find reliably. It's not a 'end-game' item, an auto-shotgun, SMG turret, or gyro are end-game items - just being able to craft gunpower more efficiently =/= end-game, it just equals a different playstyle that allows for more use of guns.
I like the idea that a certain POI would certainty have items with items that we can't craft if they keep it uncraftable, or even a POI type where there was just a high chance of it like the gas stations and wheels. It makes sense and the current loot tables just need to get updated. Also wish Acid was able to just be gotten by scraping batteries instead of getting lead... or both, both is good.
To the people about the bows/plentiful ammo, what settings do you have that makes your playthroughs so damn easy? Compound bows are stronger than ALL of the pipe weapons, have faster reload (the reload of the pipe weapons alone makes it only a failback weapon), and even a perk tree to increase the reload/damage - ammo/canned food in my playthroughs have been scarce just as TFP said it would. Also if your ammo is as plentiful as you say it is, it makes the chem station even LESS of an end-game item.
That is not even remotely what I "demanded." Go back and reread my OP if you need to, and point out where I said that. In fact, in my very next comment I said, "I'm not even asking for deterministic loot. I'm asking for something between 'deterministic' and '62 fishing weights in 7 days.'"Sorry, no, I coined that term to mean exactly what you requested in your OP article, that the game should manipulate the dice throws in your favour, like a card shark that has loaded dice he uses when he needs specific values. I quote myself: "But your initial suggestion was to change random into fake-random, i.e. people should believe it is random but the game should remove any obstacles the survival part offers and make sure his "luck" never runs out.". At a minimum I expect you as OP to at least know what you were demanding yourself!
Tier 2 would be the wooden bow.The compound bow is at least tier2, (maybe even tier3 and there exists no tier2).
Why do so many people feel the need to mention the obvious all the time with devs; yes they get the final word, it's understood, it doesn't bear being mentioned, we still have the right (the duty even!) to debate among ourselves the kind of game we want it to be. I also always hear those words said in a nasal mouth-breathing neckbeard voice in my head "It's the devs game" Pfffffttttt! As if.Which is end-game, since before demos and glowy ferals "unlimited" ammo is simply OP. With spray and pray I can deal with a horde of normal and feral zombies easy without getting a scratch. But sure, the definition of what IS end-game depends very strongly on how the game seeks to balance the progress of the player. Eventually the TFP developers are the ones who define what is an end-game item and what isn't-
Pipe weapons are very unbalanced at the moment. Which is acceptable as you can build and use any of them with almost equal skill as you probably used your initial perk points for better things than boosting your gun skill.
So the pipe rifle is good for hunting game but absolutely nothing else. The pipe machine gun is the only effective oh @%$# weapon. Pipe pistol and shotgun are only there to use ammo you otherwise couldn't use.
But comparing pipe weapons with compound bow doesn't make any sense. Compare them with a primitive bow. The compound bow is at least tier2, (maybe even tier3 and there exists no tier2).
Why do so many people feel the need to mention the obvious all the time with devs; yes they get the final word, it's understood, it doesn't bear being mentioned, we still have the right (the duty even!) to debate among ourselves the kind of game we want it to be. I also always hear those words said in a nasal mouth-breathing neckbeard voice in my head "It's the devs game" Pfffffttttt! As if.
Pipe weapons are pointless gamey-game guns. It would have been better to just make us suffer through low tier proper firearms and then we would have fully used items instead of things we rush through or even bypass.
Your assessment is correct. The thing is ammo doesn't go bad so the pistol and shotgun are even more useless because their only use is to waste ammo that you could just stockpile until you get a real gun.
I'd be pretty reluctant to use a Saturday night special of any kind but the machine gun just takes huge balls of steel and so is a manly gun for a manly mans game. Of course you'd have no balls after the thing inevitably blows up on you, taking your big steel balls with it.
You forgot the "bow" bow. That is tier 2. Everyone does because it is pretty forgettable. The convenience of repairing a t6 primitive bow with wood makes it better than any half-assed bow I tend to find since I don't sink as many points into agility anymore. The crossbow with a 4x is a poor mans sniper rifle, and silenced at that. The compound bow is a general good all-rounder (for a bow).
That is not even remotely what I "demanded." Go back and reread my OP if you need to, and point out where I said that. In fact, in my very next comment I said, "I'm not even asking for deterministic loot. I'm asking for something between 'deterministic' and '62 fishing weights in 7 days.'"
Having said that-- Jesus Christ, why does the idea of finding a beaker in under 28 days, without having to have visited 12 traders to no avail make some of you folks's @%$#s itch so furiously? How is finding an auger before finding a beaker even remotely reasonable? Are augers not end-game gear now? I swear to God-- if you loot a beaker even before you have a use for one the game suddenly does not become a friggin' cakewalk, despite some of you people's incredibly ludicrous assertions to the contrary.
Do y'all imagine I only tried one playthrough where I couldn't find a beaker? You know, I've not found things before in this game, and when that happens, typically I find them after I no longer need them (and no, I don't always quit in a fit of pique afterward).
The problem I'm having here is consistently not finding ONE item after trying harder than was reasonably necessary for such a trivial thing. You would think that I was asking to be outfitted with literally everything possible on starting the game the way some of you are reacting.
Tier 2 would be the wooden bow.
That went right over your head; it wasn't about the chem station, it was about saying "it's the devs decision!"I mention this in this case specifically because there are not many objective indications available for placing the chem station in the progression. You could argument it is an early game item if the rest of the game is setup so you need the better ammo production in early game. which depends strongly in how you play the game and the balance of the game which isn't finished.
What exactly are you proposing here? We suffer through low tier firearms now with pipe weapons.
Except if you don't plan on using higher tier shotguns and SMGs much.
If you are talking about the wooden bow, this is tier1. Primitive bow is tier0 like the pipe weapons. And I'm pretty happy when I find a good wooden bow as it allows me to shoot zombies and animals from farther away than the pitiful distance the primitive bow allows.
Generally your are right that tier1 weapons are often very short-lived items. Though there are always exceptions, in my current SP I have been using a pistol for a very long time before I could finally craft an SMG.
That went right over your head; it wasn't about the chem station, it was about saying "it's the devs decision!"
My bad, in this case I meant quality level not tier. Suffer through low quality real firearms instead of having the pipe weapons, especially when it doesn't take long to get t6 pipes.
I couldn't remember if we were starting at t0 or t1 (especially since I don't even think it is defined anywhere in the game files, and I probably missed whatever discussion of it is considered official). So bring everything up a tier.
I typically use a pistol a long time before SMG too, this game I did manage to score one but not agility spec so not using. Normally (well, when I was stealth build) I still used a pistol endgame, since it was setup with a silencer and I used it for executions. The SMG was for "oh @%$#sies!" and optimized for hip-fire. That's another flaw of tiers to me, I don't like tiers, I like weapons which are situationally more or less useful than others. One of the saving graces of the mod system, you can setup different weapons for different situations. I actually ran around with a whole set of 9mm and .44 guns then, although the Dirty Harry special was for bartering really.
How is finding an auger before finding a beaker even remotely reasonable?
RNG is RNG. Just because you are getting unlucky does not mean it is broken. If it did then my having found/bought 2 beakers by D13 means they are far too common. Neither is true.The problem I'm having here is consistently not finding ONE item after trying harder than was reasonably necessary
I'm keen to hear your suggestion for a loot mechanism which does not meet Meganoth's (and my own) definition of "fake-random" and which would prevent the situation above. And just so we're crystal clear on how it works now:
1) Every possible loot item in a container is assigned a probability
2) Game produces a random number and checks against the probabilities
3) Game gives you the item indicated by the random number
4) Game does not track in any way what you have found already, what you still need, or what you want to find
Okay - how could it be changed to prevent Auger before Beaker?
Tier 0 - primitive. Tier 1 Wooden.Tier 2 would be the wooden bow.
Raise the minimum gamestage that auger appears at, making at least 50% of the playerbase absolutely livid?
Well, yeah, I think a lot of the time people post the topics with an inflammatory topic, partly to cause discussion and partly because they are posting out of frustration.Indeed. And even this solution would not prevent Auger before Beaker. It would only reduce the probability of that happening. In essence it only changes the balancing of loot tables. Which is my main point in this particular thread - OP and others are only complaining about balance, but they think they are complaining about a broken system. I'm keen to understand what a non-broken (and non "fake-random") system looks like. I'm honestly not sure how they think the game should be behaving. "It shouldn't give me an auger before giving me a beaker" is not a description of how the loot system should behave, it's only a specific complaint about a specific playthrough (or maybe several) which frustrated a particular player.
Let's fix the broken system! But how, without "fake-random"?
I remember the stone axes protest yes. I was there with my (stone)pitchfork and torch!
I think they should have removed them but their response was to add in @%$# weapons to complement them and thumb their nose at the playerbase.
Englishman7DTD player, I fart in your general direction!
I think it's good that we can make these primitive tools as a fallback and before we've learned things but finding them as loot is silly (see how I avoided saying unrealistic there).
No, I don't think more weapons as loot is the answer, I think more parts. Early game there should be more parts, although I suppose having the option of using the low quality weapon for a bit and then scrapping it into parts works out the same.