PC No Tier 6 Crafting

Imagine TFP let you craft T6 items again.Then, the legendary ones come. They will be called T7.

How many seconds will we have to wait until a new post "I'm so disgusted, we can't craft T7 tools and weapons, this game ruined my life" ?

Sometimes I think that zombies eat only brains because they think people don't need them.
Under legendary, I imagine something extraordinary. Not something I could craft myself in lower quality.

For example a weapon for which there is no schematics, no book and no perk. You can only find it.

 
You asked for why I need four slots and I listed them. They don't give back massages or make everything I hit spit dukes out but they are good and absolutely improve the weapon\armor in notable ways.

Maybe you don't quite know what the mods do or how those mods make the weapons better and that's ok. It doesn't hurt to learn about new things this game can do for your gameplay.

 
You asked for why I need four slots and I listed them. They don't give back massages or make everything I hit spit dukes out but they are good and absolutely improve the weapon\armor in notable ways.
Maybe you don't quite know what the mods do or how those mods make the weapons better and that's ok. It doesn't hurt to learn about new things this game can do for your gameplay.
LOL, sure dude.

I like mods, I do a lot of research into which mods I want.... I'm only refuting the statement that "The numbers on t5 items may be better or equal to t6 but the loss of a mod slot is crucial."

To me it's not crucial.... to you it is. It's ok to disagree with someone.

 
In what context does "improve item stats" not equal a change in that item?
Not sure what you are getting at or are trying to get me to say..... mods change an item, that is not in dispute.

I'll try one more time:

It was stated that a Q5 can have better stats than a Q6

It was stated that in that case, a Q5 would still be worse than that Q6 because of the mod slot

I state that I don't believe that is necessarily true

Hopefully that is clear enough so we can stop going round and round here.

Thanks

 
Maybe I should have said important instead of crucial too. Point is that you said it was not a game changer to be missing some of these in lieu of stats that could be equal to t6. I'm of the opinion that it is item changing enough to make the slot important. And that slot is the only reason I personally use the T6 gear.

IF crafted T5 gear had a chance to add that slot (however important you deem it) then I would put some points into crafting and use that as an equal avenue for progression. The fact is that it does not at this time (and likely won't because I don't see TFP even considering opinions on this matter) means that crafting is ultimately a waste. All those random parts I find are going to be either sold to the trader or scrapped and sold to the trader. Just dukes with extra steps IMO.

 
This is just like when zombies no longer dropped loot. Disappointing at first but then you get used to it. If they reversed that now it would feel completely OP and unnecessary.

Someday we will look back at the days when we had purple everything and shake our heads at how OP we were playing.

 
Fortifying, diamond tip, heavy hammer, the one that increases stone damage for my pickaxe.
Fortyfying and diamond tip makes you use less repair packs. Big deal, not something anyone would call crucial. The mod that increases stone damage saves a little time, not crucial

Yes, everything you perk in or add to your weapon makes you slightly better, but that doesn't mean it is crucial. Look up the word if you are unsure.

In fact, since stone doesn't hit back and no single mod makes you get lets say 30 or 50% more stuff in the same time, nothing of that is what you would call a game changer

How about I do armor?

Mufflers, improved fittings, armor increase and storage.
Mufflers are crucial to agility players, merely nice to have for everyone else. Storage is absolutely in the nice-to-have category, with a vehicle you can always guarantee to not overfill or you simply use a perk point for packmule instead. Armor increase is one that you usually never want to go without, so it is important. But not crucial, otherwise nobody would run around in anything but heavy armor. Some people choose to not get hit instead of relying on the best armor.

Or guns?

Cripple em, red dot, silencer and extend mags
Considering that you said silencer I guess you mean pistol/SMG. I would prefer 2x scope to the red dot but maybe they improved red dot from A17.

Cripple'em has a 20% chance to cripple a zed. Since it is only a chance you can never depend on it saving your life in a critical situation. It is surely nice to have, but that it only works sometimes shows perfectly that it can't be a critical mod you can't live without.

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EDIT: Ah, okay, saw your last post. With "important" I can agree. The thing is, assuming you will play the game about 3-5 weeks without finding a Quality6 pistol, will you only run around with Q3 pistols for all that time even if you could craft a Q4 pistol at day 8 and a Q5 pistol quite easily at day 14 ?

 
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Maybe I should have said important instead of crucial too. Point is that you said it was not a game changer to be missing some of these in lieu of stats that could be equal to t6. I'm of the opinion that it is item changing enough to make the slot important. And that slot is the only reason I personally use the T6 gear.
IF crafted T5 gear had a chance to add that slot (however important you deem it) then I would put some points into crafting and use that as an equal avenue for progression. The fact is that it does not at this time (and likely won't because I don't see TFP even considering opinions on this matter) means that crafting is ultimately a waste. All those random parts I find are going to be either sold to the trader or scrapped and sold to the trader. Just dukes with extra steps IMO.
If they adjust the loot tables properly and make QL 1 & 2 common, QL 3 uncommon, QL 4 rare, and QL 5 very rare and QL extremely rare then there will absolutely be people crafting. QL 1 & 2 will be for scrapping for parts to craft your own high quality piece in your area of specialty.

 
And the radiation removal? How about the fortifying mod that allows you to heal up without investing heavy into healing factor? How about the armor pads that allow you to take more damage.

I probably should have said important. I'm sure parroting every change as great for the game is fine for some. I love this game and I don't think every change is a good one. I've seen it go from a loot game to a craft game to a loot game to a craft game plenty of times. They haven't nailed the middle just yet. Right now it's a loot game. I'm just trying to help find the middle because right now crafting is only for building mats and maybe ammo if TFP removes bullets from the trader as well.

- - - Updated - - -

If they adjust the loot tables properly and make QL 1 & 2 common, QL 3 uncommon, QL 4 rare, and QL 5 very rare and QL extremely rare then there will absolutely be people crafting. QL 1 & 2 will be for scrapping for parts to craft your own high quality piece in your area of specialty.
The adjustments to loot tables will only add to the time to T6. I'll use the crap tier I find until I snag that T6 I want but I don't feel like wasting slots in crafting tools\weapons is smart. Even with the respec juice added.

 
The adjustments to loot tables will only add to the time to T6. I'll use the crap tier I find until I snag that T6 I want but I don't feel like wasting slots in crafting tools\weapons is smart. Even with the respec juice added.
Unlocking crafting is only a part of what the perks do. For example the mining perk allows you to craft higher QL picks.... but it also makes you much better at mining. In fact, the gain you get from the perk is greater than any individual mod.

 
The adjustments to loot tables will only add to the time to T6. I'll use the crap tier I find until I snag that T6 I want but I don't feel like wasting slots in crafting tools\weapons is smart. Even with the respec juice added.
You're saying that you only ever spent the points on those gear to be able to craft them at higher quality and you had zero interest in the bonuses and other benefits you gained from the perks?

 
I kind of guess I am? If I'm putting points into Miner 69'er and a side bonus is I can craft better tools does that matter if never craft those tools?

 
I kind of guess I am? If I'm putting points into Miner 69'er and a side bonus is I can craft better tools does that matter if never craft those tools?
Look, I get it.... I hated losing the ability to craft Q6 at first. But, once I accepted that Q5 was the new "high end" gear and Q6 was something that you luck into, not something you can count on or plan for, I was ok with the change. To me, that 4th mod slot is now a really cool bonus instead of a necessity.

 
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