Uncle Al
Active member
You only see that as a punishment because you are looking through the eyes of a glass half empty veteran player. The other side of the coin of loot caps is the incentive of getting better loot in the higher difficulty biomes. It’s rewarding to go to high risk places to get high value loot. The only perception of punishment comes from knowing how it was before.
If you can’t see a new update through fresh eyes then mod it back the way you want but it’s not a reason to not add incentives and rewards that are linked with risk.
I'm certainly one of those players who don't see loot caps as a punishment, but more an incentive to go further afield and face higher risks.
I'm more concerned with the implied disconnect between the looting and crafting systems. I've not seen any plans to the change the current state of affairs, although they may well exist. Crafting is virtually disconnected from the loot level system, in that to advance access to crafted items all that matters is volume of looting. More books, parts and resources are important, there's no concept of quality.
Adding loot caps increases that disparity.
I'm rather surprised there's nothing such as biome only resources (bar oil shale), basic and advanced magazines (where basic can only raise skill to a certain threshold) and basic and advanced gun parts. Basic being required for lower tier guns, whereas advanced being needed for the endgame weapons.
Not only would those concepts, or something else a better designer than me can up with, allow restricting high end crafting opportunities to the more challenging biomes (by setting the loot level of advanced crafting resources under the lower biome caps), it would fix an issue with the current crafting system where one tends to craft pretty much always at very restricted thresholds. I know I'm not alone in very rarely crafting high quality lower tier firearms, because of the drive to save parts for a quality 1, higher tier weapon. A Q5 double barrel shotgun isn't actually that much better than a Q1, and crafting one will often massively slow down your access to a Q1 pump, which is vastly better than a double.
If you knew your cheaper resources had no utility for crafting endgame gear, it would encourage more active crafting along the journey. Making parts backwards compatible (advanced parts/magazines/whatever also work fine as a standin for the basic version) would also preserve the existing hard decision (although I find it's rarely an actual choice as waiting is so much more beneficial) as to whether to use up some parts now or save them for the next tier weapon a bit later.
Last edited by a moderator: