PC Quality Joe still OP?

I would much rather make it than buy it or find it, generally.

Once this thing solidifies to a point that I can mod to a stable platform I'll be making a "build it all yourself" mod that has no traders, no dukes, a lot more workstations (with workstation mods), and a lot more material/component choices for crafting (like why cant you make some barbed wire and upgrade a standard club to a barbed club or combine with nails to make a spiked club?).

There probably won't be any guns or electricity but I will be getting creative with arrows and bolts as well as larger versions like ballista and even catapults if I can (though not sure if the engine will support something like the latter). If I can I'll bring back crafting skill-ups but put limits on each item so spam crafting becomes less effective.

 
Yes, Q Joe is still OP. Needs to be removed from vanilla or at least make very expensive in skill point cost.
Or ya know, just don't take the perk? easy solution for now. or you can spend 30 seconds to edit the perk/skill point cost yourself, its very easy to do.

 
You post ~that~ and yet wouldn't add "Breast Size" to the list of priorities in your new Zombie Development Priorities, Part II poll?!? Roland has surely corrupted you.

-Morloc
You see, I'm hilarious, because it's called Quality Joe but we also have this QA tester whose...

Sigh. Nobody liked my meme, either. Better luck next joke. :bored:

 
same for me only i dont mess with xml modding, i just dont use traders... plus a couple of them hurt my feelings talking mean to me. :)
bow/crossbow and spike club are the weapons of my choice. only scavenging i do is birds nests for feathers and eggs.
You're not the only one who is offended by those salty traders. I know someone who visits the traders simply to open the doors and leave them open...so the z's can get them. (Shout out to Trader Bob for not being an ass).

I find Secret Stash as OP as QJ and think both could use some tweaking. But as others have stated, I focus on Tool and Weapon Smithing perks so as not to be at the mercy of RNG. I don't use guns early game and only on horde nights later game so QJ is not high on my perk priority list. Crossbow and Spiked Club are also my favourite weapons...until I come across an Irradiated Cop, of course :smile-new:

 
"Location, Location, Location!" The realtor agents mantra applies here.

I still say: Get rid of the Quality Joe perk and make loot and threats increase by location. Start in the middle where its an easy zone. The further out toward the edges you go, the greater the danger AND loot is.

A great adventure instead of a perk!

 
"Location, Location, Location!" The realtor agents mantra applies here.
I still say: Get rid of the Quality Joe perk and make loot and threats increase by location. Start in the middle where its an easy zone. The further out toward the edges you go, the greater the danger AND loot is.

A great adventure instead of a perk!
I like this idea.

 
I take QJ, but I don't rush it, just take it when it soft unlocks. Don't really think about it. It's not a priority perk by any means, and I don't see it as being OP in any way.

 
What most of you taking QJ probably don't take into account is that to take QJ3 you need your Scavenging high enough (60?) to take it.

So are you really sure that what you are measuring is not the combined effect of QJ AND a high Scavenging skill (if you are used to taking QJ as soon as possible) ?

Try to play a game where you don't take QJ and wait for Scavenging skill to be about 70, then check your equipment. I would be very surprised if you didn't have most weapons on such a high quality that the difference to a QJ3 playthrough is almost not noticable.

I'm a scavenger player too so naturally I take QJ levels for the same reason I'm happy about every single point in scavenging I can accumulate. But I don't see where QJ has any more importance to a scavenger than Miner69'er has to a player who is into minging a lot.

The REAL problem of vanilla game is that experienced players get the good stuff too fast, loot should be crapier in higher difficulty settings too, not just stronger zombies. But sadly that would also need balance tweaks to traders and crafting as well.

 
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If someone really wants to make getting good stuff hard, all they have to do it avoid the traders. Traders make good stuff easy. I do not think high scavenging or QJ impact too much.

 
If someone really wants to make getting good stuff hard, all they have to do it avoid the traders. Traders make good stuff easy. I do not think high scavenging or QJ impact too much.
True. My last two games I bought high quality weapons and didn't need to use points on weapon smithing.

 
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QJ gives you expensiv stuff to sell... I also think it´s a little bit over the top, a friend of mine focussed on QJ in a teamplay and that too much too early.

 
I don't know what you guys are talking about. Scavenging has already become severely "nerfed" thanks to Traitor Joes, sleepers that make it much harder to scavenge and the fact that abilities like scavenging are much tougher to upgrade now, without Quality Joe scavenging becomes irrelevant. I can find much better items at Traitor Joe's now without scavenging all the time, without Quality Joe I'd stop scavenging altogether.

 
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I don't know what you guys are talking about. Scavenging has already become severely "nerfed" thanks to Traitor Joes, sleepers that make it much harder to scavenge and the fact that abilities like scavenging are much tougher to upgrade now, without Quality Joe scavenging becomes irrelevant. I can find much better items at Traitor Joe's now without scavenging all the time, without Quality Joe I'd stop scavenging altogether.
No opposittion from me that traders are overpowered (I usually get all my armor from them), but the trader is better with or without QJ.

And QJ is something a scavenger would level just like a miner would level Miner69er. That doesn't really tell you if QJ is overpowered.

Just as a simple indication look at the damage difference of a weapon of quality 400 and the same weapon with quality 500. Since damage scales linear according to the wiki a hunting rifle Q400 would make 68.3 base damage per shot, a Q500 would do 74.16. Do you really think in your daily fight with zombies this small difference makes QJ indispensable?

 
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A couple of games ago I ran a build focussing on QJ, scavenging, barter etc with a small amount of tool smith. THe theory was I would loot like crazy and make enough dukes to buy anything I needed rather than craft. Found it a bit OP to be honest, early game is tricky but mid to late just got boring with plenty of purples.

 
Should be removed. Doesn't make sense that a perk somehow alters gear in the world magically.
It doesn't alter any loot. It alters the skill of the player character in salvaging something of higher quality out of the pile of rubbish that you found.

 
No opposittion from me that traders are overpowered (I usually get all my armor from them), but the trader is better with or without QJ.
And QJ is something a scavenger would level just like a miner would level Miner69er. That doesn't really tell you if QJ is overpowered.

Just as a simple indication look at the damage difference of a weapon of quality 400 and the same weapon with quality 500. Since damage scales linear according to the wiki a hunting rifle Q400 would make 68.3 base damage per shot, a Q500 would do 74.16. Do you really think in your daily fight with zombies this small difference makes QJ indispensable?

My other point is that scavenging is already harder and has been "nerfed" by sleepers. It is much, much more difficult to loot an entire town now and nerfing QJ would make things even more frustrating. Don't get me wrong, I love sleepers, but let's not make scavenging completely pointless and tiring. It takes way more time to scavenge now and it should be reflected on abilities so QJ imo is definitely not OP.

 
At Scavenging 81 and 0 points in Quality Joe, here are the items you'll find...

<qualitytemplate level="0.80,1" default_quality="501,600">

<loot quality="501,600" prob="0.10"/>

<loot quality="401,500" prob="0.25"/>

<loot quality="301,400" prob="0.25"/>

<loot quality="1,300" prob="0.4"/>

So a 10% chance to find a 501-600 item, 25% chance to find a 401-500 item, 25% chance to find a 301-400 item, etc.

Hitting 49 Scavenging is the fist major increase in quality followed by 65 Scavenging and then 81 Scavenging. Relatively speaking, Quality Joe doesn't actually do all that much, especially with the combine feature on workbenches. Can see all of this in the loot.xml file.

 
It may be powerful. But after opening so many containers for having enough skill to improve it, I need some incentive to keep opening yet more containerws ^^

 
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I think that when they introduce different mechanics like the guns being overhauled to attatchments (which will make combining not as OP), and them also changing how skills are earned it will lessen the OP nature of scavenging/QJ. Also with bosses being talked about, you will need that looting to get higher tier stuff to fight them. I think it will balance out soon enough, a lot with this update and continue to get better as we move through Alphas and eventually betas.

 
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