PC Progressive Loot OR Weapon Proficiency ?

I freaking hate this argument. This argument has zero logical reasoning behind it. In what apocalypse would it make sense that a world that has maybe 5 or six survivors in it, somehow has a store clerk restocking absolutely every lootbox in existence? That's not a survival element. If a store had been picked clean by day 1, there wouldn't be anything good on day 50. Immersion suggests you don't find a disconnect between the in-game logic and real world logic. This line varies between players. I have trouble imagining that there's any immersion to be had in looking at a gamestage number to determine if you should loot a gun store or not. 
nope its not immersive and no one ever said it is .... but if you want loot progression its a must

loot have to respawn or world  turn into more and more boring and empty every day until theres nothing to do ... most open world games use some respawn mechanic and its rarely immersive but gameplay>immersion

and with default  30 days respawning loot theres no reason to not loot anything gun store will yield usefull stuff even on day  1  soo why not loot it on  both   1 and 31   instead waiting to  30   before you loot it

if you wanted be immersive there would be just  simple containers with bad stuff and then boom  gunsafe with all those high tier shotguns  and rocket launchers   unbreakable .. requiring lockpick skill you can get lets say on level 50+ would be that any different ?  now you can atleast loot early stuff early llateš stuff late ...   instead sadly watching safe  with no means to crack it  (and this is simply approach of most open world RPGs to  enforce progression)

Nobody wants an easy win. They just want looting to matter. The Fun Pimps aren't fostering new ideas in gameplay. They are forcing a more linear form of gameplay into an open world game. Every game prior to this was different based on loot. I rarely use shotguns but there were playthroughs built around them due to early game looting. That doesn't mean I found them on day 1, just that I found them before day 7. People used to have drop bases. Now nobody does. Nobody looted, so they changed progression to incentivize looting....that was a few alphas ago. Then this happens and they killed looting.
well  looting matter if it givesd you  any upgrade to your gear tier 5  stone shovel is far better than tier 2 stone shovel you have  lot of people is just spoiled by previous alphas   wherefirst thing after spawning and making   wooden club was  plundering working stiff tools / shotgun messiah  shop and leaving with  full iron/steel  gear .. and bunch of guns

you can still loot advanced stuff now ... but with alot lower chance... and usually low quality .... insult for those folks demanding Q 4-6 steel on day  1  .. in fact loot progression is step in good way people just need time to get used to it

they just took chocolate from child and gave him normal food ... ofc it cries around

There is no golden line. Crafting and looting will always step on each other's toes and you can not separate them.

Some things cannot be crafted to give players like me the incentive to loot. But until A19 the incentive to craft something was missing and with the new progress system this incentive has been created. According to the Fun Pimps' plan for A20, scavengers will have the option to find higher quality gear early in the game but they will have to take a risk.
scavengers can  find  tier 4-6  "primitive" tools/weapons  from day  1  crafters need quite high level to do them (6 impossible  5 = 7 str + 4x perk ) thats hmm  lvl  13 with  100%  focus on that

crafting iron tools require  forge+ workbench  there crafters can catch up because tier 4+ iron tools  commonly appear   roughtly at day  14+    .. every advanced gun .. and correct me if iam wrong but steel tools as well require recipes  + ofc parts ... so to craft them you have to be mix both of scavenger and crafter anyway

 in  a18  everyone just easily looted  iron  /steel tools  ofter before even getting forge :D

.... people can hate  me but i definitely see loot change as positive thing as farming first horde with tier 5 smg was awkward

maybe we should be finsing alot less completed tools / weapons in favor of parts required to make them

and ... iron tools should be locked behind parts(not rare ofc) too now they are easy to get once you have forge .. making basic tools  obsolete in first days and creating huge gap between iron and steel tools ... in obtainability

 
Last edited by a moderator:
The "old" system where you could find any kind of loot on any day was bad. There are a lot of tools / weapons and other stuff that is not meant to be used at an early stage without changing the game completely. The current, more linear system feels much better in my opinion. I'd still call it very frustrating and flawed because finding your 100th stone tool in sealed crates or even weapon safes sucks. The good thing is that TFP are aware of that and promised some changes to loot progression where you are able to get better rewards with more effort invested. Not easy to find the happe medium, though.

 
scavengers can  find  tier 4-6  "primitive" tools/weapons  from day  1  crafters need quite high level to do them (6 impossible  5 = 7 str + 4x perk ) thats hmm  lvl  13 with  100%  focus on that
I honestly did not pay that much attention to that. I crafted what I needed and was happy when I found an upgrade.

crafting iron tools require  forge+ workbench  there crafters can catch up because tier 4+ iron tools  commonly appear   roughtly at day  14+    .. every advanced gun .. and correct me if iam wrong but steel tools as well require recipes  + ofc parts ... so to craft them you have to be mix both of scavenger and crafter anyway
You can craft iron tools without a workbench and yes, for steel tools you need parts and a schematic. So you can't get along without looting. But I don't think that's bad.

What I have read so far about the plans for A20 gives scavengers a small advantage when they take a risk. They can also loot the simple POIs but then they will only find what corresponds to their normal gamestage. So I think it does justice to both sides.

I will probably work my way up in A20 just like I did in A19 and not rush things.

 in  a18  everyone just easily looted  iron  /steel tools  ofter before even getting forge :D

.... people can hate  me but i definitely see loot change as positive thing as farming first horde with tier 5 smg was awkward
I agree. I fought the first horde in A18 with a Q6 hunting rifle. For comparison, in A15 I fought the day 21 horde with a bow.

In A19, I fought the first horde with a stone sledgehammer and a blunderbuss and it was fun. I felt almost like the time when you had to use whatever was available.

 
The "old" system where you could find any kind of loot on any day was bad. There are a lot of tools / weapons and other stuff that is not meant to be used at an early stage without changing the game completely. The current, more linear system feels much better in my opinion. I'd still call it very frustrating and flawed because finding your 100th stone tool in sealed crates or even weapon safes sucks. The good thing is that TFP are aware of that and promised some changes to loot progression where you are able to get better rewards with more effort invested. Not easy to find the happe medium, though.
well if yhey introduce some  low quality  rusty/damaged tools  with stats of stone ones it solves this " immersion issue"

maybe we could get more resources as well instead tools itself .... people would like more 1 shovel and  some concrete mixes/ forged iron/steel instead 3x shovel

I honestly did not pay that much attention to that. I crafted what I needed and was happy when I found an upgrade.

You can craft iron tools without a workbench and yes, for steel tools you need parts and a schematic. So you can't get along without looting. But I don't think that's bad.
well thats how it should work

I will probably work my way up in A20 just like I did in A19 and not rush things.

I agree. I fought the first horde in A18 with a Q6 hunting rifle. For comparison, in A15 I fought the day 21 horde with a bow.

In A19, I fought the first horde with a stone sledgehammer and a blunderbuss and it was fun. I felt almost like the time when you had to use whatever was available.
its definitely more amusing than a18 t5  high tier  guns  with close to unlimited ammo  by day  7

 
It is so interesting to hear THE LOOTERS howling right now about their game being ruined and acting as though this is it for the game. It was just last alpha right after A18 went stable that we had to read THE CRAFTERS howling about how their game was ruined because the game was all about looting now and obviously the devs hated players who like crafting. This is the characteristic of balancing. The pendulum swings back and forth and the devs fine tune over time. This version we have right now is temporary. Things will settle into a nice groove that will be good for looters and for crafters-- or at least that's the plan. Crafters are happier now because they are crafting their own weapons because there is time to do so before you find one better than you can craft anyway. But they were mad before.
I'm one of those people who were discussing the state of crafting in A18 and didn't like it. I surely weren't mad, I just shared my opinion and in general I don't get why critique in online forums always gets labeled as crying, howling, being mad or whatever. Yes, some people have a pretty aggressive tone, but most people don't. However that's not what I want to talk about, I just had to mention it, since you make it look like no matter what TFP does, people will hunt them with their pitchforks and that's just not how it is. At least for most people.

Going for my actual point: When we were discussing the state of crafting in A18 I always had the feeling you didn't really get my point. Now with what you said here, I'm even more conviced that you didn't understand me. I don't want to get into a lengthy discussion again, but I feel very misrepresented by your paragraph and want to clarify my take on it:
Just because I want crafting to be part of the game, doesn't mean I want looting to be of no or less importance. On the contrary, I want looting to be more important than crafting. Looting should be more powerful on any weapon, tool and clothing you are not specialised in. Looting should also play a role for crafting, so you can't just stay in your base day in day out and have the best gear after some time without seeing a zombie once.
What I don't want is looting being as overpowered in terms of early progression as it was in A18. TFP changed that with the new progression system and while many people don't like that and I as well see flaws in it (I'd rather fix them than going back), it got rid of that problem.
I also don't want crafting to lose it's competitiveness in the end game, but as you and madmole stated, it will stay that way, since madmole want at least one higher quality level for looting than crafting.
Before going for my third point I'd like to combine those two points into I'd love to see crafting being competitive from the first to the last day on the slots you are specialised in (maybe a tiny bit stronger in early and mid game for rpg purposes) and looting being stronger on any other slot.
My third point is, as I mentioned before, that I actually want looting to be part of the crafting process of higher tiers, so you can't craft everything from the safety of your base. That part was already done in A18 with the weapon parts. Those weapon parts already prevent players from spam crafting and thus I fail to understand why crafting has to have a lower quality level than looting. You could easily balance crafting versus looting by changing the amount of weapon parts needed and thus allow crafting to be on par.
The game already had two ways of balancing crafting. The first one is limiting you to those slots you are specialised on and the second is limiting the amount of crafts you can do. I don't understand why crafting on top of that has to have a lower quality level in endgame. That part didn't change (as far as I know, I didn't reach endgame in A19 yet). So the most important part of my critique still stands. Therefor I don't feel "happier now" as you stated. I still think the planned system where crafting falls behind looting in endgame is a bad design. I also still don't craft in early and mid game, since I did find stone tools of the same quality as I could craft, iron tools are not well balanced and I don't have enough tool parts for steel tools (since you can't craft lower qualities than the max you learned).

But I have to correct myself a bit. I feel happier now, just not as a crafter. Crafting (tools, weapons, clothing) still is in a bad spot imho and the direction it's heading for still doesn't make sense to me. I'm still happier overall, since a slower progression is something I wanted as well. The current design has it flaws, as is already discussed in this and other threads, but it's still a step forward for me. I really hated the fast progression we had before.

tl,dr: I don't really see the pendulum analogy working here. As a "crafter" (not that I would label myself that way, but I was discussing in favor of crafting) I didn't feel overly happy in A17, weren't completely happy in A18 and am not excited in A19. I like all three alphas and always felt like the game made more steps forward than backward. I just feel like the game already has all the tools to make crafting and looting interesting and not only coexist, but even complete each other and still the long term goal is to make crafting (tools, weapons, clothing) subpar in the endgame, which I just don't understand at all. And since it's a long term goal, it's not bound to any alpha, so changes between alphas probably won't change what I think about that goal and thus won't make me more or less happy regarding that goal.

 
I'm one of those people who were discussing the state of crafting in A18 and didn't like it. I surely weren't mad, I just shared my opinion and in general I don't get why critique in online forums always gets labeled as crying, howling, being mad or whatever. Yes, some people have a pretty aggressive tone, but most people don't. However that's not what I want to talk about, I just had to mention it, since you make it look like no matter what TFP does, people will hunt them with their pitchforks and that's just not how it is. At least for most people.

Going for my actual point: When we were discussing the state of crafting in A18 I always had the feeling you didn't really get my point. Now with what you said here, I'm even more conviced that you didn't understand me. I don't want to get into a lengthy discussion again, but I feel very misrepresented by your paragraph and want to clarify my take on it:
Just because I want crafting to be part of the game, doesn't mean I want looting to be of no or less importance. On the contrary, I want looting to be more important than crafting. Looting should be more powerful on any weapon, tool and clothing you are not specialised in. Looting should also play a role for crafting, so you can't just stay in your base day in day out and have the best gear after some time without seeing a zombie once.
What I don't want is looting being as overpowered in terms of early progression as it was in A18. TFP changed that with the new progression system and while many people don't like that and I as well see flaws in it (I'd rather fix them than going back), it got rid of that problem.
I also don't want crafting to lose it's competitiveness in the end game, but as you and madmole stated, it will stay that way, since madmole want at least one higher quality level for looting than crafting.
Before going for my third point I'd like to combine those two points into I'd love to see crafting being competitive from the first to the last day on the slots you are specialised in (maybe a tiny bit stronger in early and mid game for rpg purposes) and looting being stronger on any other slot.
My third point is, as I mentioned before, that I actually want looting to be part of the crafting process of higher tiers, so you can't craft everything from the safety of your base. That part was already done in A18 with the weapon parts. Those weapon parts already prevent players from spam crafting and thus I fail to understand why crafting has to have a lower quality level than looting. You could easily balance crafting versus looting by changing the amount of weapon parts needed and thus allow crafting to be on par.
The game already had two ways of balancing crafting. The first one is limiting you to those slots you are specialised on and the second is limiting the amount of crafts you can do. I don't understand why crafting on top of that has to have a lower quality level in endgame. That part didn't change (as far as I know, I didn't reach endgame in A19 yet). So the most important part of my critique still stands. Therefor I don't feel "happier now" as you stated. I still think the planned system where crafting falls behind looting in endgame is a bad design. I also still don't craft in early and mid game, since I did find stone tools of the same quality as I could craft, iron tools are not well balanced and I don't have enough tool parts for steel tools (since you can't craft lower qualities than the max you learned).

But I have to correct myself a bit. I feel happier now, just not as a crafter. Crafting (tools, weapons, clothing) still is in a bad spot imho and the direction it's heading for still doesn't make sense to me. I'm still happier overall, since a slower progression is something I wanted as well. The current design has it flaws, as is already discussed in this and other threads, but it's still a step forward for me. I really hated the fast progression we had before.

tl,dr: I don't really see the pendulum analogy working here. As a "crafter" (not that I would label myself that way, but I was discussing in favor of crafting) I didn't feel overly happy in A17, weren't completely happy in A18 and am not excited in A19. I like all three alphas and always felt like the game made more steps forward than backward. I just feel like the game already has all the tools to make crafting and looting interesting and not only coexist, but even complete each other and still the long term goal is to make crafting (tools, weapons, clothing) subpar in the endgame, which I just don't understand at all. And since it's a long term goal, it's not bound to any alpha, so changes between alphas probably won't change what I think about that goal and thus won't make me more or less happy regarding that goal.
I didn't mean to imply that EVERYONE was howling. But there was definitely several days of howling then-- just as there definitely is some howling now even if not everyone is doing it. And really, the people who were then and are now howling seem to also think that the game is going to be ruined forever because what we have is TFP's best and final offering. As you said, things have improved in some ways since A18 for crafters even if not all your concerns have been fixed. The same is true now for people who are unhappy about the loot progression. It will get better according to TFP's plan.

As to me not supposedly understanding your point lets see if I can restate it accurately. You can correct me as necessary.

Your main contention back then was that purple was made to be uncraftable which put crafting at a disadvantage to looting during the endgame since the only path to acquiring the best was through looting. You would like for crafting and looting to be evenly represented in the game so that players can choose to craft the best and/or loot the best and it bothers you that crafting stops short at quality 5. You also believe that looting is still an important part of crafting as that is where crafting components should largely come from so you are not calling for a huge nerf to looting all just to benefit crafting. You see that both have their roles. You enjoy the slower progression now but just knowing that you will eventually hit that crafting limit and will only be able to loot is still incredibly frustrating. 

Am I picking up what you're putting down? If so then I would be happy to hopefully alleviate some of your fears and frustrations. If not please clarify where I got it wrong.

 
Last edited by a moderator:
The RPG games that show you OP weapons at the trader also make absolutely sure you can't buy them. All these RPGs make sure you have for example about 5000 gold in your pocket when you are level 8. And guess what weapons can be bought for 5000 gold? Weapons suitable for level 8. Only later in those games you tend to swim in money (and are too high level) because the game has to be balanced for people who just follow the main quest, a problem most RPGs just accept as unsolvable.
A good RPG gates players in seamless, clever ways, which is a far cry from how 7D handles this.

 
I didn't mean to imply that EVERYONE was howling.
I dislike those terms in general, since they are too broadly used and most often aren't limited to actual cases. I feel like even if someone is crying, it would be better to be diplomatic about it.

You can correct me as necessary.
I'd say it's good so far. I didn't feel you were that close in understanding my points back in A18. But I added more details and other things as well. Let's stay with where we are now, because that's the main part.

 
You say this and yet we still get new players as of A19 who after playing 7 Days to Die a bit tell us that it is the most unique experience they have ever had. Now, granted, some of them never played Minecraft probably but that really is the defining difference between 7 Days to Die and most other open world games. It is the way the genres mix with each other and the fact that you are not restricted from going anywhere you can see in the world, inside any building, dig deep, destroy everything (except the trader compounds) and find your own goals in the world. The nitty gritty details of what the trader sells or doesn't sell at what stage of the game are not going to keep this game unique or turn it into every other game. 

Plus, for details of this nature, there have been a lot of RPGs for many years and there is a reason why certain conventions are used over and over and over again. They work. Sure its great fun to get powerful guns early on and stay well ahead of the enemy progression curve for the entire game...wtf...that's not fun at all. It is boring and predictible and unbalanced as hell. The Day 7 and Day 14 hordes haven't been fun since the blood moon horde has been in the game because with AK47s and Pump Shotguns and Sniper Rifles they were a breeze-- over before you knew it you could kill them so fast. The first Day 7 horde I played that was actually fun was where I had a blunderbus, primitive bow, several spears, and a club. 
The trader isn't why I said that.  The fact that 7d2d keeps bringing in rpg elements just like every other game.  The voxel destroy everything is awesome no question, the problem is more the continual trying to limit the player either by level gating (which met lots of opposition) skill tree gating (met lots of opposition) and several other things that drag it down and slow the progression.  Again I've never thought this game needed progression or any of that since if you have an imagination, and yes I know - far too many today don't, there is no end to the kind of fun you can have.

The gamestage was brought in originally to aid with multiplayer play.  So players that join an already running server wouldn't all of a sudden have a day 56 horde on their hands and get frustrated.  Now it's taken on a life of it's own.  I'm glad they'll be moving to zonees that will be gamestage set... I'm hoping.  so example you go to a large military base and the gamestage of that "zone" is 120.  So it's challenging just to step on that base...  but I sure hope they don't have a blind barrier that will prevent you from going in.  It should be your choice if you want to go in and try and stealth it or get wrecked in the process.  But if they're going to just hand you stone axes or whatever the new pointless RTS early stage weapons are, it will be seriously disappointing.

As for newbies enjoying it.  That's awesome.  And aside from a few current annoyances I'm enjoying the game greatly... But I have to mod it so I have a zombie filled world and remove the terrible early stage loot nonsense.. I know you've said it's temporary, but seriously, that was a poor decision to release it in this state.  It makes starting over (without mods) very boring.

 
I don't understand why crafting on top of that has to have a lower quality level in endgame.
because they clearly mean to kmove top tier  gear in  top tier POIs  only ( like dishong tower  and new tier 6 they talked about several times -  bandit camps ? )

crafting would 

1) allow  you to  craft +scrap to min max stats 

2) farm parts in  t1 poi and never bother with high poi

for now   early is mix of crafting  / looting  ... mid tier( iron tools)  crafting clearly wins  endgame  =Q6  loot only

 
because they clearly mean to kmove top tier  gear in  top tier POIs  only ( like dishong tower  and new tier 6 they talked about several times -  bandit camps ? )
Then just add Q6 weapon parts needed for Q6 crafting and put them in those loot tables where Q6 items are in. Balance drop chance of Q6 items and Q6 parts in a way that spam crafting is impossible, but you won't gear up each slot by looting before crafting any.

Not saying that's the optimal solution, but if that's all you are worried about then there are easy ways to make sure everyone has to go to those places to get the best gear possible. Also while there are probably players that want to avoid challenges, I'm talking from my perspective. I do want challenges. I rarely stay in may base (at least since A17, due to quests and more advanced POI). It's not the loot that gets me into bigger POIs, but the more compelling gameplay in comparison to digging tunnels all day long.
 

So it's not like I'm against looting or challenges. I just like making part of my gear myself. Farming the materials, getting closer after each POI to having all materials gathered I need to craft my new weapon and then finally crafting it and slaying zombies with the weapon I worked for. I prefer that over looting weapon crates all day and hoping that at some lucky day I got the weapon I need. I already have that part with the slots I'm not specialized in. I also have that part on books I haven't found yet. I'd love to have at least part of my gearing up progress bound to the capabilities of my character, not just my luck with RNG.

for now   early is mix of crafting  / looting  ... mid tier( iron tools)  crafting clearly wins  endgame  =Q6  loot only
The current state isn't even meant to stay, so it doesn't really matter that much. I'm talking about long term goals, because those are more important to me. As far as I understand it (I can be wrong) crafting and looting are meant to be on par on early and mid game while crafting is meant to be subpar in endgame.

 
I dislike those terms in general, since they are too broadly used and most often aren't limited to actual cases. I feel like even if someone is crying, it would be better to be diplomatic about it.

I'd say it's good so far. I didn't feel you were that close in understanding my points back in A18. But I added more details and other things as well. Let's stay with where we are now, because that's the main part.
Fair enough on being diplomatic. I post along a spectrum of diplomacy depending on my mood and the tone set by the person I'm talking to as well as a nod to comedy.

As far as your preferences are concerned, I personally think there is a good chance that once legendaries are implemented, the quality 6 level of gear will be released to crafting once again. I see no reason, myself, to have both legendaries and Q6 both filling the role of exciting reward or loot trophy. I don't know whether it will still bother you that legendaries won't be craftable. I will promise that I will jump on the bandwagon to return Q6 to craftable once legendaries are in.

 
Since legendaries are in talk for some time now I already suspected that Q6 crafting will be back then. But that doesn't change that crafting will stay subpar in endgame, so I will still dislike the design that part of the game is heading for. I mean I'm well aware that I will probably be able to mod the game to my liking, so I won't get my pitchfork out. But I will probably still think that it is bad game design (for the type of game 7dtd is. In Diablo or other games/genres having the best items drop makes absolutely sense)  and will give feedback on suitable occasions.
What makes it especially bothersome for me is that there are already balancing tools in the game that easily prevent crafting from being too powerful. So it's not like anyone would've to come up with some new and complex ideas to avoid that potential problem. When I played A18 the first time, I was absolutely convinced that TFP is heading for a system where both ways a competitive to each other, because the system they implemented was screaming for it.

as well as a nod to comedy.
Risky ^^
Somehow in forums people always think I'm dead serious and angered. In english forums I don't even try to be funny, but even in german forums people regularly mistake my tone. I often get said I should chill/relax/whatever when I'm already laughing.

 
Just create another tier of weapons/gear that bridges the gap between primitive & crude weapons & armor and the next tier of loot so it's not overpowered and yet would make sense finding in sealed crates, stores, vaults, etc from before the apocalypse.

 
As far as your preferences are concerned, I personally think there is a good chance that once legendaries are implemented, the quality 6 level of gear will be released to crafting once again. I see no reason, myself, to have both legendaries and Q6 both filling the role of exciting reward or loot trophy. I don't know whether it will still bother you that legendaries won't be craftable. I will promise that I will jump on the bandwagon to return Q6 to craftable once legendaries are in.
I truly hope legendaries are much more rare than current Q6 items.   

 
Then just add Q6 weapon parts needed for Q6 crafting and put them in those loot tables where Q6 items are in. Balance drop chance of Q6 items and Q6 parts in a way that spam crafting is impossible, but you won't gear up each slot by looting before crafting any.
err sure lets just casually add another 20  types of parts ;)

i really dont see anything wrong with choosing top tier  to be uncraftable

cerafting in  7 days  it extremely important ... not just some peg leged minor featureand honestly this  choice made by developers dont "make crafting irrelevant"

Not saying that's the optimal solution, but if that's all you are worried about then there are easy ways to make sure everyone has to go to those places to get the best gear possible. Also while there are probably players that want to avoid challenges, I'm talking from my perspective. I do want challenges. I rarely stay in may base (at least since A17, due to quests and more advanced POI). It's not the loot that gets me into bigger POIs, but the more compelling gameplay in comparison to digging tunnels all day long.
well majority of  7 days content is about  POIs everyone should be looting them even if they enjoy crafting

So it's not like I'm against looting or challenges. I just like making part of my gear myself. Farming the materials, getting closer after each POI to having all materials gathered I need to craft my new weapon and then finally crafting it and slaying zombies with the weapon I worked for. I prefer that over looting weapon crates all day and hoping that at some lucky day I got the weapon I need. I already have that part with the slots I'm not specialized in. I also have that part on books I haven't found yet. I'd love to have at least part of my gearing up progress bound to the capabilities of my character, not just my luck with RNG.
well you can craft  best boots in game (quality 5 but still better than looted q6) and all mods

The current state isn't even meant to stay, so it doesn't really matter that much. I'm talking about long term goals, because those are more important to me. As far as I understand it (I can be wrong) crafting and looting are meant to be on par on early and mid game while crafting is meant to be subpar in endgame.
actually thats just assumption .... its clear for last several alphas that looting is game core and crafting is just secondary supplement +  base building

Just create another tier of weapons/gear that bridges the gap between primitive & crude weapons & armor and the next tier of loot so it's not overpowered and yet would make sense finding in sealed crates, stores, vaults, etc from before the apocalypse.
not rly  option seeing  how close can primitive be to iron  .. even now ...but they can  easily exchange stone to  some kind of rusty / scrap  ... iron is almost as common as stones and wooden pickaxe would be epic fail

 
I'm glad they'll be moving to zonees that will be gamestage set... I'm hoping.  so example you go to a large military base and the gamestage of that "zone" is 120.  So it's challenging just to step on that base...  but I sure hope they don't have a blind barrier that will prevent you from going in.  It should be your choice if you want to go in and try and stealth it or get wrecked in the process.  But if they're going to just hand you stone axes or whatever the new pointless RTS early stage weapons are, it will be seriously disappointing.
From what I have read, you can enter high gamestage zones at any time. Even on day 1 armed with a wooden club, a bow and without armor. Whether you come out alive remains to be seen.

 
From what I have read, you can enter high gamestage zones at any time. Even on day 1 armed with a wooden club, a bow and without armor. Whether you come out alive remains to be seen.
Exactly. It should be reminiscent of the old hub city. We used to skirt around it when trying to get together as a group because running through was a death sentence. I think it is less of a "This is a 120 gamestage" zone and more of a "This zone adds +50 to the player's gamestage" type zone. But they might go either way with it.

 
err sure lets just casually add another 20  types of parts
As I said, my spontanous answer isn't optimal, but it's not like there is no way to tackle your problem. It's actually very easy to fix.

i really dont see anything wrong with choosing top tier  to be uncraftable
I do and I explained it. But somehow you didn't even answer on why you think otherwise, instead you created a problem that is easily fixable.
Before you feel challenged for a lengthy discussion: I don't want to convince anyone, there is no point, since the design decisions are made by TFP anyways. I just answered to your previous post, because your problem is that easily fixable and I was wondering how this is an argument in any way.

cerafting in  7 days  it extremely important
I rarely craft anything nowadays. Crafting more important in every alpha I played before. But that's another topic and the crafting versus looting discussion regarding gear is already offtopic, so I'd like to not engage in a general crafting discussion in this thread.

well majority of  7 days content is about  POIs everyone should be looting them even if they enjoy crafting
Well that's something we agree on and I never said otherwise. Even back when digging zombies were announced I argued that I don't need digging zombies to leave my home, I need interesting POI to visit and interesting loot. I argued for a pull rather than a push factor, because I wanted to leave my base more often, but there was just no reason to in A15 and A16, because you could craft almost everything without leaving your base and it's immediate surroundings. Therefor I was very excited when A17 finally added incentives to visit POIs and looting got more important. I weren't very vocal here in the forum, but if anyone would've put a label on me at that time, it would've been looter rather than crafter. But I'm neither one nor the other, I just want both parts to be important and competitive from the first to the last day.

well you can craft  best boots in game (quality 5 but still better than looted q6)
Why is that?

actually thats just assumption
Actually madmole said that he doesn't want crafting to be on par in the endgame. No legendaries for crafting.

 
Back
Top