Adam the Waster
Well-known member
i think stuff you find should be MUCH better then what your craft!
Not experimental anymore. A18 b155 was declared as stable.I don't think that was going to happen. Roland said the devs themselves don't know yet what they want to do about loot, "experimental build" and all.
I am of the opinion that looting and crafting should not step on each other's feet but complement each other.i think stuff you find should be MUCH better then what your craft!
I would hope that by the time you feel you've "beat" the game, you'll have used 50% crafted/50% looted gear. That, to me, would be balanced.I am of the opinion that looting and crafting should not step on each other's feet but complement each other.
No, that's not a good idea. Luckily TFP didn't do anything like that :cocksure:Although I applaud them allowing nodding to this degree, is it really healthy for a game to disenfranchise a significant part of their player base and just rely on mods to make the game fun again?
I’m guessing Iron Will is in the Intellect tree. I’ll have to look. Not looking forward to looting all the Will Parts though.It takes an iron will to play this game for science.![]()
Mod slots are also random, Q5 can have more slots then Q6.Even if the performance is slightly lower than Q5, the attack power increases by 10% with the MOD and other effects are also given. Use Q6 that can be installed more
While I'm positive at least 1 player here will love that, that's literally running back to A17, taking away completely any purpose to loot at all once you're T6.Hi there,
For anyone interested I have uploaded mods that enable T6 crafting and also take RNG out. Higher tier items are automatically better.
https://www.nexusmods.com/7daystodie/mods/492
https://www.nexusmods.com/7daystodie/mods/491
It's a way I prefer to play. If it's not yours that's ok. We will all play how we like.Mod slots are also random, Q5 can have more slots then Q6.
While I'm positive at least 1 player here will love that, that's literally running back to A17, taking away completely any purpose to loot at all once you're T6.
No the modslots are not random. They are fixed. Take a look at the items.xml file.Mod slots are also random, Q5 can have more slots then Q6.
Confirm that mod-slots are not random.No the modslots are not random. They are fixed. Take a look at the items.xml file.
<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
Well, that explains a bit, ty.No the modslots are not random. They are fixed. Take a look at the items.xml file.
<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
Oh, Thank you so much for this!! I love it and will download it nowHi there,
For anyone interested I have uploaded mods that enable T6 crafting and also take RNG out. Higher tier items are automatically better.
https://www.nexusmods.com/7daystodie/mods/492
https://www.nexusmods.com/7daystodie/mods/491
You could mod it right now to whatever you find fun, why wait for a change to vanilla that may or may not happen?Since the latest crafting nerfs (and Im talking about the fun, not about beeing weak), my 7d2d daily activity is just open the news forum and check if there are patch notes making crafting fun again. But every day Im dissappointed.