The_Great_Sephiroth
New member
Yeah I saw your reply in the other thread. Thank you. I am currently making an S+ for 7 Days and may do that. Don't know what S+ is? Search for "Structure Plus", a majorly popular Ark mod.
I'm not so sure about being able to do all that within the first few levels. Thats a lot of resources (particularly iron) to craft all that. Just mining it alone will get you several levels. Even if you can, putting in all that work is hardly sidestepping progression.... it actually is progression.It's very possible to have a quality 2 iron fireaxe, claw hammer, iron pickaxe, iron shovel, wrench and an iron spear (baseball bat, iron knuckles or hunting knife) within the first few levels.
The bottom line is you can quite easily sidestep the imposed loot progression. If TFP really want to make the early game last longer or whatever, they need to look at many more things than simply tying loot to gamestage.
They know the trader balance is off. They have said so many times. This is already planned to be fixed to be in line with the loot GS scaling.The bottom line is you can quite easily sidestep the imposed loot progression. If TFP really want to make the early game last longer or whatever, they need to look at many more things than simply tying loot to gamestage.
Have they? I know they've said that the traders stock needs to be balanced. I certainly might have missed it, but I haven't seen anyone say anything about quest rewards needing to be changed, which is what this dude was talking about.They know the trader balance is off. They have said so many times. This is already planned to be fixed to be in line with the loot GS scaling.
What they said is that they know the traders break what they are trying to do with early loot and that it will be fixed. That obviously includes both quest rewards and stock for sale.Kalen said:Have they? I know they've said that the traders stock needs to be balanced. I certainly might have missed it, but I haven't seen anyone say anything about quest rewards needing to be changed, which is what this dude was talking about.
Traders are yet to be "fixed" to respect the current loot system so in the next update they will no longer sell you tools what you otherwise cannot loot.fabulux said:If you spam trader quests, you will get far better item and resource rewards than from looting. This is even more effective with points in Better Barter and Daring Adventurer. Do this and you completely avoid being hindered by the new loot system.
Well my idea is to work from the premise that lucky looter helps you notice more things others would otherwise miss.Laz Man said:Then they would need to call it random looter or Russian roulette looter lol..
How'd you finally sneak in here? I thought I was pretty consistently pressing the reject button every time you tried but now that you're here that is one less thing on my list to do.FridayPie said:A groundless statement. First, to visit forum one should be approved on forum (manually , apparently). I spent 5 years waiting for my account application to be approved (and about two dozen attempts). Second, not all of them English speaking or kind that bother with saying anything. TO be honest, personally (emphasis, personallY) I don't know anyone who doesn't despise new loot system when playing online, and that probably about a hundred of people in two communities. It's not designed for it.
Just saw this -- anyone playing Pleablo instead of Path of Exile nowadays is too far gone, don't bother explaining!in order to play Diablo you don’t need to uninstall this game. Just in case that was a deal breaker
Of course that's progression. It's impossible to not progress in this game, unless you log in and literally do nothing (but I would hesitate to call that playing the game). This is in reference to loot progression.Kalen said:I'm not so sure about being able to do all that within the first few levels. Thats a lot of resources (particularly iron) to craft all that. Just mining it alone will get you several levels. Even if you can, putting in all that work is hardly sidestepping progression.... it actually is progression.
Looting at any stage of the game is far from "next to useless". Sure, if you craft items superior to what you would be finding at your gamestage then looting specifically for those items is useless as you wont find them.... but who loots for just that specific reason? There are scores of things you need to acquire and looting is the best way to do so. Personally, I'm not terribly fond of the current looting rules.... but its really not THAT bad that it can be called useless.Of course that's progression. It's impossible to not progress in this game, unless you log in and literally do nothing (but I would hesitate to call that playing the game). This is in reference to loot progression.
What I'm suggesting is that if you take engineering and miner 69'er and make some iron tools (no matter what level you get them all... 5,6 whatever), and then go out and loot some Working Stiff crates, the items in that crate are going to be far inferior. Looting crates and chests is next to useless in early - mid game. Your time is better spent doing other things. The issue with this is that many people enjoy the heck out of looting;. When looting is vastly inferior to other methods of acquiring gear, people get irritated. Looting should be exciting. It currently is not.
I can say that looting bookshelves is still fun
Also depends on what kind of looter you are, if you are like me you are spending an absurd amount of time taking literally everything from each and every POI and when your 50th weapon bag still results in the same stone tools you already have en-masse it gets annoying especially if you know theres better stuff out there.It kind of boils down to what kind of rpg player you are. Roguelike or standard progression.
Exactly. Environmental gating would be far better. Not only for reasons of immersion, but also gameplay, player agency and longevity, as I described in my previous posts in this thread. I don't think modifiers are a great idea, but definitely much better than what we have now.I think the best direction of growth would favor increased resistance to better loot more than magical time gates of progress.
Wish the trader was more of a goal you would have to work for, rather than a disconnected, from the rest of the gameloop, convenience that throws items at you.If the loot rebalance progresses like this and traders will be programmed the same way as loot there will be another bunch of angry people here complaining because the most common counter argument here is that trader quests and inventory can bypass all this system.
I would much more prefer somekind of....how to say it.... emergency radio channel like deal.E.g. player finds an abandoned trade post, which is decently difficult to clear or/and rebuild. Also has to craft a radio which is a mid-tier "workstation", to be able to "call" a trader to the area as long as a trade post is already cleared. Gets quests via radio in their base, reward spawns near completed quest goal in a container (not this bloody back and forth). Quests and quest frequency from radio calls are random or triggered by what you find in the world, tech achievements etc. I believe the greatest time hurdle in this would be building the workstation radio asset, which is, well, time better spent than making 99 different candy icons.
An armored caravan, or them throwing away assets they already made should be out of the question but connecting a network of radio towers, which already exist and could be found through exploration (without quest pointers), or equipping the post with workstations and helping it "develop" (like a colony mini-game) e.g. to expand the traders' stock etc, is already more interesting than what we have now and could be done with minimal effort. I expect the people whose job is to design this game, will plan this thoroughly and think of better and more involving mechanics than these.I would much more prefer somekind of....how to say it.... emergency radio channel like deal.
The idea would be that the place you are in is truly abadoned no humans left except the upcoming bandits what set up some bases. As you progress you can find a radio kit what you can upgrade with the better barter perk. You can only use the radio kit at radio towers to connect into them and broadcast your signal, once that is done now you can make some deal with faraway people for dukes.
Once the deal is made you get a 24h (ingame day) countdown and at the end of it a caravan of armored trucks arrive. You pay at the window and they drop off the crate for the goods or load your stuff on it and get payed.
This would make people need to explore and find specific locations for the traders and would make much more sense for all the treasure hunt quests to do them as they are not in that area.