Roland
Community Moderator
They're called rocks.There are no campfire parts in the game.
And they're uncraftable!
They're called rocks.There are no campfire parts in the game.
Well AFAIK wooden bows aren't just made with random wood. The wood has to be treated and prepared ahead of time to handle the tension, the string needs to be just right to provide enough resistance without snapping, etc.I would think the wooden bow should be craftable without the generic "bow parts". We have a number of things in the game that are traditionally employed in bowmaking (wood, glue, leather (hide), tallow) and the ancient nature of the bow as a weapon should reflect that. Primitive bows are primitive, yes; but simple bows that are highly effective have been made by man for years without highly specialized prefab parts. The whole point of "parts" as a class of things rather than breaking everything down into it's real-life individual components is to illustrate their exclusive and non-reproducible nature. A modern compound bow is an engineering marvel, but impossible to maintain or build again without the ability to fabricate the parts, which are not found in nature.
That's a good point. There is not enough variety or nuance in the game materials to reflect how real world bow construction works. And of course buying "perks" like the player is jacked into the Matrix and can download years of experience in one moment is also extremely game-y. But one must make a concession somewhere to gamifying real-life things to make the game itself fun to play.Well AFAIK wooden bows aren't just made with random wood. The wood has to be treated and prepared ahead of time to handle the tension, the string needs to be just right to provide enough resistance without snapping, etc.
Much like forging you can spend your entire life learning how to make a well functioning bow, not just read a book and craft one.
You can craft the wooden bow without bow parts.I would think the wooden bow should be craftable without the generic "bow parts". We have a number of things in the game that are traditionally employed in bowmaking (wood, glue, leather (hide), tallow) and the ancient nature of the bow as a weapon should reflect that. Primitive bows are primitive, yes; but simple bows that are highly effective have been made by man for years without highly specialized prefab parts. The whole point of "parts" as a class of things rather than breaking everything down into it's real-life individual components is to illustrate their exclusive and non-reproducible nature. A modern compound bow is an engineering marvel, but impossible to maintain or build again without the ability to fabricate the parts, which are not found in nature.
Is it really that hard to see that the point is, you don't expect campfires to need some mysterious other "parts", beyond whatever rocks and wood might be needed?They're called rocks.
And they're uncraftable!
And, like any other advanced weapon in game now, you get it from looting, traders and scrapping worse weapons.My argument is with the Archery perk, so the primitive bow (which is useless, you're better off with a spear) doesn't apply to this discussion. The first USEFUL wooden bow (which requires the perk) uses un-craftable bow parts.
It's not a catch 22. It's "Find an egg before making an omelet" except that you can later turn that omelet back into an egg (mostly)So, my problem with this isn't the "realism" or the "expectation", it's the "catch 22". So, I want a better bow, right? I look at my tree, I see a perk to make a better bow, and put a point in it. Well, that doesn't get me a better bow. I have to find a better bow to scrap before I can make that better bow.
Wait... Lets think about that. If I want a T1 wooden bow, I have to find one to scrap into parts in order to craft back into a wooden bow. But... If I find one to scrap into parts, why would I scrap it into parts in order to then rebuild it into what I already had? This makes... no sense at all from a gameplay progression perspective. You could say "well, the bow you can craft is better than the bow you found!". But... It's not. The one I found has random rolls, where one I craft has median rolls. So there's a high likelyhood that I'm actually downgrading the bow stats by doing this. And if it would be an upgrade, there's no way to know since the menu doesn't tell you what the resulting stats would be if you were to craft one.
This system makes sense for T2 + items. If you want to make a better version of an item, you take the best parts of previous attempts and re-fabricate them into a better whole.
I think the best solution here is to below "quantity" have a "quality" selector, and only have T2+ items require parts. If you want to farm the mats to make tons of T1 versions of the item to then scrap for parts to make a higher tier version of the item, that should be perfectly acceptable. I mean, that really makes sense - again, taking the best parts of previous attempts to make a better whole.
But to make it so that making an upgrade requires first finding the upgrade thereby nullifying making the upgrade at all is just... wrong.
Can't disagree more. Farm some basic ingredients and then turn around and craft a tier 5 bow? It defeats the whole purpose and adds tedium. Parts of the bow exist in the wild, the traders can sell parts, etc. So your assuming the only way to get hte parts is to scrap a functional bow when that's not true.So, my problem with this isn't the "realism" or the "expectation", it's the "catch 22". So, I want a better bow, right? I look at my tree, I see a perk to make a better bow, and put a point in it. Well, that doesn't get me a better bow. I have to find a better bow to scrap before I can make that better bow.
Wait... Lets think about that. If I want a T1 wooden bow, I have to find one to scrap into parts in order to craft back into a wooden bow. But... If I find one to scrap into parts, why would I scrap it into parts in order to then rebuild it into what I already had? This makes... no sense at all from a gameplay progression perspective. You could say "well, the bow you can craft is better than the bow you found!". But... It's not. The one I found has random rolls, where one I craft has median rolls. So there's a high likelyhood that I'm actually downgrading the bow stats by doing this. And if it would be an upgrade, there's no way to know since the menu doesn't tell you what the resulting stats would be if you were to craft one.
This system makes sense for T2 + items. If you want to make a better version of an item, you take the best parts of previous attempts and re-fabricate them into a better whole.
I think the best solution here is to below "quantity" have a "quality" selector, and only have T2+ items require parts. If you want to farm the mats to make tons of T1 versions of the item to then scrap for parts to make a higher tier version of the item, that should be perfectly acceptable. I mean, that really makes sense - again, taking the best parts of previous attempts to make a better whole.
But to make it so that making an upgrade requires first finding the upgrade thereby nullifying making the upgrade at all is just... wrong.
Nah for balance reasons I like that only T1 items can be crafted without lootable items.I think the best solution here is to below "quantity" have a "quality" selector, and only have T2+ items require parts. If you want to farm the mats to make tons of T1 versions of the item to then scrap for parts to make a higher tier version of the item, that should be perfectly acceptable. I mean, that really makes sense - again, taking the best parts of previous attempts to make a better whole.
But to make it so that making an upgrade requires first finding the upgrade thereby nullifying making the upgrade at all is just... wrong.
Umm t1 items cannot be crafted without lootable items and perks don't have hidden requirements so not sure what you are referring to.Nah for balance reasons I like that only T1 items can be crafted without lootable items.
Just personally I've noticed there's a good number of perks that have hidden additional requirements that aren't readily apparent and I think they should clearly list them out for user friendliness.
Nah for balance reasons I like that only T1 items can be crafted without lootable items.
Just personally I've noticed there's a good number of perks that have hidden additional requirements that aren't readily apparent and I think they should clearly list them out for user friendliness.
I wonder if there's some confusion going on.Umm t1 items cannot be crafted without lootable items and perks don't have hidden requirements so not sure what you are referring to.
Maybe I got me tiers mixed up, but by T1 I mean the starting stuff. (Primitive bow, stone axe, stone spear, etc)Umm t1 items cannot be crafted without lootable items and perks don't have hidden requirements so not sure what you are referring to.
Because if you could reach end-game items just by grinding out the crafting (as it used to be) is OP and no one would bother searching for weapons or weapon parts. They'd grind out the gear, and any they found was scrapped/recycled/sold because it was inferior.I don't like leaving progression 100% up to the RNG gods. I bring this up specifically because I'm on day 20, using a primitive bow. I have yet to find a single wooden bow, or wooden bow parts. Crafting shouldn't be cheap, but should be an option to be able to progress when RNG's light doesn't shine on you.
Farming those basic ingredients isn't like you just walk out and cut down a couple trees and are able to make thousands of wood bows. You still need to loot enough glue, duct tape, iron, etc.
To say "You get to progress because RNG shined on you, but you, you can never progress no matter how much time and work you put in until RNG decides to throw you some scraps" isn't how progression should work. Parts should be balanced. A T1 bow could be made without parts. A T2 bow requires parts from 10 bows. A T5 bow would require parts from 100 bows. Why shouldn't you be able to sit down and make a T5 bow if you've farmed hundreds of duct tape, forged iron bars, and thousands of other raw resources; When someone else can just click on a car and get one in 10 seconds?
This has already been addressed with the RNG system for item stats. What you can craft can never compete with what you can find. Looting is now the be all end all. Not to mention recipies and magazines to push looting as a primary activity. I'm at risk of losing my game not because of the choices i'm making, not because of my planning, not because of mistakes, but because the game is outpacing me due to RNG not shining on me. That's not how progression as a mechanic should work. Talking gameplay design not "mah realizm".Because if you could reach end-game items just by grinding out the crafting (as it used to be) is OP and no one would bother searching for weapons or weapon parts. They'd grind out the gear, and any they found was scrapped/recycled/sold because it was inferior.7 Days To Die is the apocalypse. There's a lot that simply cannot be made by human hands anymore because the parts are too small, or the metal is too tough, or the design too complex. There's no machining table, no CNC routers, no CAD. You have to work with what you find.
Except that's a bold-faced lie. For one, looting top-quality items is exceptionally rare, vs crafting. Plus, You're just as likely to get garbage rolls on looted weapons as you are to find superb. Crafting is always constant. Sure, it may not *always* be better, but you can't win them all.What you can craft can never compete with what you can find.
I'm sorry that you are having terrible luck. Some times it happens. Sometimes it's better to just roll a new map and a new save.I'm at risk of losing my game not because of the choices i'm making, not because of my planning, not because of mistakes, but because the game is outpacing me due to RNG