PC Make item grade a little more relevant with items where it matters

But there would be a solution for both of you and realism:Aerial: They could make the jamming of weapons not based on quality, but based on the current durability of the weapon. This would be somewhat plausible, and higher QL Weapons would have the advantage that they don't jam that often, because durability falls slower (spoken percentage-wise) than lower ql weapons. for example if they take an exponential approach, so the weapons starts to jam with 0/ at 75% durability, and 100% at 0% durability.

Skeeter: They could put the mod adding/removing system in, but not breaking the weapon, instead having an impact on durability. Removing a mod: -10% current durability. Adding a mod: the same, %ages could be dependent on a skill. Skilled Gun-Maker: durability increases. Dumb-Bastard: Risk of losing 50% dura or more on the weapon.
Yeah, this would work great, especially if a gun jam locked you in the animation of clearing the jam for 3-7 seconds with the same movement speed penalty as reloading. This would make you heavily consider whether or not it's worth risking the use of a lower quality gun or just stick to your bow and melee till you find better. A lot of brilliant constructive ideas here. I hope TFP are watching closely and taking notes.

 
Reinforced club for me, while everything else is having it's power attack nerfed (via stamina) the r-club is still hanging on in there. I create one within the first 5 minutes of my playthrough (100 iron? 3 boulders.. boom, you have a reinforced club!) and only really amend it when my crafting levels increase allowing me to place more mods/dyes onto it. It's essentially my "go-to" weapon for crowd control.
I should say though, that despite being positive about A17, I still have an issue regarding the way weapons are graded. Sure, I understand the logic; higher level is more mods not more damage, but it still feels wrong to me. I can live with, although I'm not overly inspired by, the level gates but a weapon level of 1 which you pick up on the first day of your playthrough can effectively be the same weapon you use throughout the entirety of that playthrough. Repairing it has no negatives and as the damage is the same there is absolutely no reason to go searching for a newer (better) one - other than a mod slot, and even then how many people use more than 1 or 2 mods on each item?

It just goes against all the fundamental gaming logic that 5 > 1. Now it's 5 ≅ 1.
Okay I've given this post some real thought.

I think you make a good point.

I wonder if we're so conditioned to expect better, more powerful weapons as we level up.

[Games like Diablo comes to mind.]

It does seem a little weird to use the same weapon throughout the whole game.

Yes I get that we can add mods and such as we level up but....

.... it almost seems like there should be another tier of weapons.

We have iron and steel tools.... why not weapons?

Maybe adding a second set would be fun!

TIER 1__________ TIER 2

Club ---------------- Mace

Machete ------------ Sword

Sledgehammer ----- Halberd? [Dunno what goes here.]

Anyway, you get the idea.

So yeah... your post is making more sense to me the more I read it.

 
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TIER 1__________ TIER 2

Club ---------------- Mace

Machete ------------ Sword

Sledgehammer ----- Halberd? [Dunno what goes here.]

Anyway, you get the idea.
OMG, I have wanted to find a Katana SOOOOOO bad in this game. Go full badass Michone mode on these poor defenseless zombies. Oh, and the only correct successor to the sledgehammer would be Mjolnir. Let's make it happen TFP!!!

 
OMG, I have wanted to find a Katana SOOOOOO bad in this game. Go full badass Michone mode on these poor defenseless zombies. Oh, and the only correct successor to the sledgehammer would be Mjolnir. Let's make it happen TFP!!!
Yeah Katanas and zombie killing go together like PB&J ... or Peas and Carrots .... Milk and Cookies.....

 
I split the damage boost from mods between mods+quality. Last update mods were +15% damage each...I split it so that each mod adds 7.5% and each quality level adds 7.5%. So a quality 6 weapon with all mod slots filled would do the same damage as before, but the progression is more spread out and gradual this way. Does it make sense realistically for a higher quality weapon to fire a round with more power, maybe a little, but certainly no less sense than a laser sight or dye adding damage.

 
Does it make more sense realistically?

If thats the question, the question should be: What do the quality levels mean. Since the weapons are only called in their type, not their real being ("Pistol" instead of "Glock 19"), Quality levels could also mean different weapons. So "Pistol, Quality level 0" could mean "Pistol, GLOCK 19 (COMPACT)", and "Pistol, Quality level 6" could actually mean "Pistol, RUGER SR9", so yes, different Quality levels could really mean better Damage.

 
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