Rebalance loot/gear, magazines/books, biome badges. Just some thoughts since 2.0 dropped.

RStarphoenix

Refugee
Things that need to be fixed, cause it is very unbalanced now. Note that my observations/ideas below are based on the default 100% loot abundance.

Living off the Land and Master Chef - 1 point in them, you have a severe overabundance of food and seeds. Water can be looted to the point you almost don't need a Dew Collector for actual water. I started a file w/ 1 point in each and by the end of Day 1 i had 100+ seeds, stacks of canned foods and basic ingredient food and 40+ jars of murky water. From loot. This needs to be toned down a lot.

Speaking of food, unless we grow it or cook it ourselves food needs to give dysentery or something. Dysentery is the weakest debuff in the game cause it is the only truly 100% avoidable one without special protection. Drink murky water? Should be a 30%+ chance to get sick, not 12%.

Ammo, in general - way too much now. Like way way too much. and the basic ammo is outright replaced with higher tier ammo. no point in crafting it anymore at all, unless you're like me and use turrets (since they rely on basic ammo and that disappears from loot pools later on for some reason). Day 7 in the Pine Forest and I have red tip rounds for every gun in the game already.

Biome Progression & Badges - feels meaningless mechanically. The loot caps are so tiny per biome you don't need to leave the Pine Forest at all except for the badges. They give you +80 Lootstage for all of them and that's enough to farm all the parts for Q6 everything. No need to explore otherwise. Example: Pine Forest is 100, Burnt is 120? ... should be Pine Forest is capped at 40-50 including Biome Badge boosts (make loot stage 1 point per 2-3 character levels). Then give each biome a wider gap over the previous biome so it is actually worth moving to explore and loot (like Pine Forest 50, Burnt is 85 minimum).

Books and Magazines - so with things like Sledge Saga and the like, if you spec into the weapon the book series somehow becomes harder to find and you find less of the crafting mags? Also Intellect Mastery makes it so if you hold onto crafting mags and get the perks out of it, you can unlock end-game stuff like the 4x4 in the day 7-14 region where it used to be more like day 28-ish. suppose it is a reward for hard focusing on it but just seems too easy if you loot goblin everything.

About the only thing that feels right is that it is slightly harder to find higher level weapons early on. I'm finding more Q1 and Q2 primitive gears instead of finding a Q3 Ak-47 in a police car on Day 5. Although it shouldn't be that we aren't getting Hunting Knives and 9mm pistols on Day 1 in a toilet, purse or grill either. They aren't hugely overpowered but it's just odd you can find 4 or 5 knives pretty easy just by spamming toilets on Day 1 with just 1 point in Deep Cuts for instance.

Handguns Crafting - never understood why the Magnum is AFTER the SMG-5. Magnum should come after the 9mm Pistol, it's only 6 shots with no way to improve the ammo count and we get .44 ammo in abundance long before we can craft the thing. Sure, we can always buy it but the crafting progression does not match the loot progression here. It's even worse now with the hundreds of rounds of red tip .44 you find in loot.

Questing makes it even worse since that magnifies the opportunities through the double-looting mechanic.
 
started a file w/ 1 point in each and by the end of Day 1 i had 100+ seeds, stacks of canned foods and basic ingredient food and 40+ jars of murky water. From loot.
I think I have to call BS on that without video proof. Or at least seeing your settings that could make that happen. Stacks of canned goods? Unless you are calling 1-2 of one kind a "stack", I find that very unlikely unless you have loot abundance really high and are on long days. 100+ seeds? Unless you are going from one farm to another and happen to have a lot in close proximity, that isn't likely. You aren't exactly creating seeds yet... At least, not many types. Even water shouldn't be that high on normal loot abundance, even if you did 2 hour days.
 
I think I have to call BS on that without video proof. Or at least seeing your settings that could make that happen. Stacks of canned goods? Unless you are calling 1-2 of one kind a "stack", I find that very unlikely unless you have loot abundance really high and are on long days. 100+ seeds? Unless you are going from one farm to another and happen to have a lot in close proximity, that isn't likely. You aren't exactly creating seeds yet... At least, not many types. Even water shouldn't be that high on normal loot abundance, even if you did 2 hour days.
The set of mods is also interesting, as they can also make changes to the quantity and quality of loot.
 
it is very unbalanced now
The only thing I find unbalanced with the advent of 1.0 are systems set against other systems -- traders, looting, crafting -- in the extensive testing I've done. A21 felt pretty good to me. Maybe could have used a little tweak here and there, but I didn't have to pay any attention to traders to find or craft what I needed; only a little to crafting when not looting or paying attention to traders as much (mostly food); not so much to looting or crafting when relying on traders. It just sometimes took a little longer than other times when not paying attention to any one system overmuch, if at all.

But, of course, min-maxers started saying traders were overpowered when, with just a little self-discipline, they didn't have to take advantage of the traders' rare reward drops or buy 10 duct tapes from them if they didn't want to. They just maxed all the systems to speed run their way to the fun stuff and higher player levels. Meanwhile, those playing more organically (as I gather most people do most games) were left with trader rewards that are an absolute farce. A few rounds of ammo or corn on the cob with a fairly certain magazine bundle? Seriously? You want me to risk my life for corns on the cob rather than a chance for a decent (but not severely overleveled) tool or weapon or armor piece and certainly not all of the above? Trader rewards were fine. So? You might rarely get a level 2-4 iron pickaxe and be able to ditch that level 3 stone axe a little early. What a pleasant surprise! Especially if you're not trying to level tools.

Now, they say crafting is overpowered. Well, yes, that's because traders were nerfed on their assurance and the systems are unbalanced related to one another now.

It's difficult to convey, but not everyone plays the game as the power gamers are playing it and what feels right regardless how you play is more important (in my book, at least) than overtuning a system every time a min-maxer says one of them is overpowered when it probably isn't in comparison to the others. In A21, I found myself dealing with traders, looting and crafting in equal measure when playing organically, i.e. dealing with whatever came up as it came up in emergent gameplay. I'm sure min-maxers did, too, but only to accomplish their speed runs to higher levels.

I'm sure a great many would gasp in horror and argue vehemently against getting rid of the bike as a tier 1 completion reward, but if TFP really want to slow down the early game, all they need to do is get rid of that bike, at least until tier 2, because everyone I've ever seen blitzes through those tier 1 odd jobs just to get their hands on that bicycle, then goes and plays more or less normally for them thereafter. Funnily enough, I unlocked the ability to craft a bicycle just before turning in the odd job that finished tier 1 on my latest test run and had not a single point in Vehicle Adventures. I could just as easily have made it myself and accepted a dew collector mod (<-- expensive stuff) or something else instead of the bicycle. That's the only "overpowered" reward I've yet seen in the game and everyone I've ever seen takes that reward rather than any other on offer. I gather that's because it's not fun to be sent several hundred meters to a kilometer away on foot ten times. No one can wait to get off their feet.

Edit: Good balance among systems ensures they run more or less in the background of the player's awareness as opposed to being so in your face, the system mechanics are all you can think about.
 
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I had the same experience as IW.
I was surprised and impressed by the fact that I could have crafted my bicycle really minutes after I got my bicycle through the trader quest (without any point in VehicleAdv.). Was even scolding myself because I overlooked that chance to select something else.

Though thinking about it, it suggests that crafting speed is a bit too fast, because that should have been the situation if you have a point in VA, i.e. as a reward for speccing into it. If you don't put a point into it you should have to select the bicycle from the trader!

I have not been going out of my way looting every mailbox in reach, people doing that would naturally be even faster in getting the bicycle and other stuff. As I said already, IMHO postboxes should have a slightly lesser chance of finding magazines, at the moment they are too good a reward for practically no risk.
 
it suggests that crafting speed is a bit too fast
I don't think so. The bicycle just so happens to unlock before any other vehicle just as the teas unlock realtively soon after starting. Something's got to unlock as you go and RNG has a lot to do with it, but I don't think crafting overpowered, i.e. "too fast."
 
Is the minibike a trader completion reward as well?

If yes, we can see if we unlock crafting it before or after and see whether you are correct or not. (Disregarding the fact that our sample size of 2 is criminaly insufficient ;)
 
IMHO postboxes should have a slightly lesser chance of finding magazines, at the moment they are too good a reward for practically no risk.
I disagree. In A20, almost all containers could be restored after some time. Since 1.0, we have 2 types of containers: restorable and non-restorable. Mailboxes are non-restorable containers. So reducing their chance of a journal dropping would be completely wrong.
 
Ah right, I remember. Since a typical player will craft the minibike as soon as he can and the reward is useless after you crafted the bike then I would assume the trader reward should come before you are able to craft the bike. At least with no points in VA.
 
I been in cases where I unlocked the bicycle and not the workbench yet, or the other way around. Then there is also the hope that you have either 2 sets of wheels or acid to craft the wheels.

You can get it prior to the trader award if you specifically target POIs that will more than likely grant you wheels, vehicle crafting magazines, and workstation crafting magazines at the start.
 
I been in cases where I unlocked the bicycle
In one memorable test run, RNG actually rewarded me with everything I needed to craft the bicycle, before the ability to craft the parts unlocked and when I was purposefully avoiding the trader as much as possible, just looting garbage bins and the like. Ergo, I crafted it and, thankfully, never felt the urge to blitz those odd jobs just to get one. I imagine the chances of that ever happening again are close to astronomical, but that's RNG for ya.

I don't think it matters when most craftables are unlocked in what order, but vehicles (in my experience) always have come about in the specific order assigned to them in my testing, occasionally with less of a wait than at other times. On two occasions, I was able to skip the minibike altogether because I was invested in Vehicle Adventures for the express purpose of crafting vehicles and was so close to a motorcycle I didn't bother.
 
Judging by my playthrough without any targeting of POIs I have enough materials for wheels, have the workbench, but am still a way from being able to craft the minibike. My guess is it will work out with me getting the next trader reward before that.
 
he reward is useless after you crafted the bike then I would assume the trader reward should come before you are able to craft the bike
Or any other vehicle. Without fail, the parts bundles have come before the ability to craft parts -- as intended, I think. I've always had to wait a while before crafting them, even with the parts bundles in hand, because I couldn't craft the one part purposefully left out of each. They save you materials, not time. Investing in Vehicle Adventures is what saves you time and allows you to craft them a little sooner than if not so invested.
 
I had one game in 1.x where I had enough magazines for a motorcycle by the second day on 2 hour days (that didn't mean I could craft it because of lack of resources). But I couldn't find a pot for the life of me and had to eventually buy one just to have something to drink (I didn't want to drink the murky water). RNG at its best.
 
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The one thing I agree with OP on is the last point; the Magnum should unlock right after or alongside the pistol. 1.x and especially in our recent 2.0 playthrough, my squad had nearly a dozen stacks of .44 before we had a weapon to use it

LotL + Master Chef: you get soooo much value from 1 point in each of those. Definitely don't have hundreds of seeds by day 7-14 unless you're making them from the crops (we play on default loot settings also). Nerfing those perks to any extent just makes multiplayer co-op set ups like what we do more of a PITA.

The loot caps actually end up discouraging players from wanting to do the big POIs if they're not in the wasteland. My group couldnt be bothered to do the new mine/quarry T5s since they were in the pine forest. No one wants to do an infestation quest there and get a g3 double barrel from the final loot. But I'll agree that the decision to not run those for the sake of fun is entirely on us (we don't even "need" any loot from it at this point on day 80ish).
 
The one thing I agree with OP on is the last point; the Magnum should unlock right after or alongside the pistol. 1.x and especially in our recent 2.0 playthrough, my squad had nearly a dozen stacks of .44 before we had a weapon to use it

LotL + Master Chef: you get soooo much value from 1 point in each of those. Definitely don't have hundreds of seeds by day 7-14 unless you're making them from the crops (we play on default loot settings also). Nerfing those perks to any extent just makes multiplayer co-op set ups like what we do more of a PITA.

The loot caps actually end up discouraging players from wanting to do the big POIs if they're not in the wasteland. My group couldnt be bothered to do the new mine/quarry T5s since they were in the pine forest. No one wants to do an infestation quest there and get a g3 double barrel from the final loot. But I'll agree that the decision to not run those for the sake of fun is entirely on us (we don't even "need" any loot from it at this point on day 80ish).
I did a T5 in the forest without having my loot stage capped. Granted, I had all the badges except for the Wasteland one, but my loot stage was at 93.
 
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