PC V3.0 Dead Hot Summer Dev Diary

One change i would like to see to the magnitude system is to limit it to one stat per item when found in the wild. This will help stretch out the end game. I found a stone axe on day 1 of my playthrough with 4 magnitude stats on it and it felt a little unearned.
yes true....Maybe a sandbox setting to change the boost %effectiveness of the stats...seems like most gear is upgrading way to fast.
 
Any plans to let us craft higher tiers of the mods, cooking pots ect?
Yes, please. Higher level mods and higher level workstation upgrades are very hard to come by. I'm on day 16 with 2 hour days and a LOT of looting and I still have level one grills on 2 of my 3 campfires and my "best" campfire is a level 4 pot and level 3 grill. Our two forges only have a single level 2 anvil and all other upgrades are level 1. Most mods I've found for weapons and tools and armor have been level 1-4 with only a couple that were higher. Now, I know this is still mid game (at 2 hour days), but I have a full set of Q6 gear except for my sniper rifle for horde nights since neither of us who are playing have put points into rifles. Almost all of that has been found rather than crafted. Armor is really the only thing running behind and that's normal since I don't put points into armor and so the armor magazines are extremely rare. The point being that if we are finding max level equipment when looting (and I'm not even in the wasteland yet), we should also be finding max level mods regularly instead of constantly finding a bunch of level 1s. Either mods need to be more common, which isn't a great option, or the level needs to be fully tied to game stage and loot stage so that you can't find low level mods if you're far enough into the game and only find better ones, or there needs to be a way to craft and/or upgrade the mods. That last could be in the form of combining any 2 of a mod in the Combiner and getting 1 level higher than the level of the highest mod being combined (2+3 = 4 or 1+1 = 2 or 2 + 2 = 3) or by unlocking higher levels for crafting mods the higher you go in a magazine series or through perks or through reading the same schematic multiple times. But there really needs to be something there because it just feels like a downgrade for mods and workstation upgrades right now.
 
Yes, please. Higher level mods and higher level workstation upgrades are very hard to come by. I'm on day 16 with 2 hour days and a LOT of looting and I still have level one grills on 2 of my 3 campfires and my "best" campfire is a level 4 pot and level 3 grill. Our two forges only have a single level 2 anvil and all other upgrades are level 1. Most mods I've found for weapons and tools and armor have been level 1-4 with only a couple that were higher. Now, I know this is still mid game (at 2 hour days), but I have a full set of Q6 gear except for my sniper rifle for horde nights since neither of us who are playing have put points into rifles. Almost all of that has been found rather than crafted. Armor is really the only thing running behind and that's normal since I don't put points into armor and so the armor magazines are extremely rare. The point being that if we are finding max level equipment when looting (and I'm not even in the wasteland yet), we should also be finding max level mods regularly instead of constantly finding a bunch of level 1s. Either mods need to be more common, which isn't a great option, or the level needs to be fully tied to game stage and loot stage so that you can't find low level mods if you're far enough into the game and only find better ones, or there needs to be a way to craft and/or upgrade the mods. That last could be in the form of combining any 2 of a mod in the Combiner and getting 1 level higher than the level of the highest mod being combined (2+3 = 4 or 1+1 = 2 or 2 + 2 = 3) or by unlocking higher levels for crafting mods the higher you go in a magazine series or through perks or through reading the same schematic multiple times. But there really needs to be something there because it just feels like a downgrade for mods and workstation upgrades right now.
Unfortunately, Schwanz confirmed they aren't planned to be craftable at higher levels - only purchasable or lootable (ONLY lootable in the case of drone and vehicle mods). I asked this same question last week and was similarly disappointed.
 
Unfortunately, Schwanz confirmed they aren't planned to be craftable at higher levels - only purchasable or lootable (ONLY lootable in the case of drone and vehicle mods). I asked this same question last week and was similarly disappointed.
I know. I saw his response. However, I think TFP has little choice but to do something with it even if there are currently plans for it. They just aren't working well in the current iteration and something has to be done or they might as well just get rid of the levels.
 
Yes, please. Higher level mods and higher level workstation upgrades are very hard to come by. I'm on day 16 with 2 hour days and a LOT of looting and I still have level one grills on 2 of my 3 campfires and my "best" campfire is a level 4 pot and level 3 grill. Our two forges only have a single level 2 anvil and all other upgrades are level 1. Most mods I've found for weapons and tools and armor have been level 1-4 with only a couple that were higher. Now, I know this is still mid game (at 2 hour days), but I have a full set of Q6 gear except for my sniper rifle for horde nights since neither of us who are playing have put points into rifles. Almost all of that has been found rather than crafted. Armor is really the only thing running behind and that's normal since I don't put points into armor and so the armor magazines are extremely rare. The point being that if we are finding max level equipment when looting (and I'm not even in the wasteland yet), we should also be finding max level mods regularly instead of constantly finding a bunch of level 1s. Either mods need to be more common, which isn't a great option, or the level needs to be fully tied to game stage and loot stage so that you can't find low level mods if you're far enough into the game and only find better ones, or there needs to be a way to craft and/or upgrade the mods. That last could be in the form of combining any 2 of a mod in the Combiner and getting 1 level higher than the level of the highest mod being combined (2+3 = 4 or 1+1 = 2 or 2 + 2 = 3) or by unlocking higher levels for crafting mods the higher you go in a magazine series or through perks or through reading the same schematic multiple times. But there really needs to be something there because it just feels like a downgrade for mods and workstation upgrades right now.

I continued on old game and after just a few hours playing found a q6 pot and a q4 grill. I probably have a higher gamestage though.

And mods could advance slower than weapons as long as you can find q6 mods at all in a typical game duration. They could but don't need to be linked to the progress of weapons.
 
I continued on old game and after just a few hours playing found a q6 pot and a q4 grill. I probably have a higher gamestage though.

And mods could advance slower than weapons as long as you can find q6 mods at all in a typical game duration. They could but don't need to be linked to the progress of weapons.
We'll see. If I finish the game (everything maxed out, all quest tiers completed, etc.) and still have Q1 grill on one or more campfires or Q1 anvil or bellows on my forge, then it's a good indication that it isn't balanced. As far as you finding those, it seems to be entirely based on RNG right now. You can find a Q6 mod in the early game and continue to get mostly Q1 mods mid to late game. If you have good luck, you might have a lot of higher level mods by the end of your game and if not, you might be stuck with all Q1 and Q2 mods. That isn't how balancing should work.
 
We'll see. If I finish the game (everything maxed out, all quest tiers completed, etc.) and still have Q1 grill on one or more campfires or Q1 anvil or bellows on my forge, then it's a good indication that it isn't balanced. As far as you finding those, it seems to be entirely based on RNG right now. You can find a Q6 mod in the early game and continue to get mostly Q1 mods mid to late game. If you have good luck, you might have a lot of higher level mods by the end of your game and if not, you might be stuck with all Q1 and Q2 mods. That isn't how balancing should work.
I mean, the game isn't balanced at all to begin with. Not sure why you'd expect balance now.
 
We'll see. If I finish the game (everything maxed out, all quest tiers completed, etc.) and still have Q1 grill on one or more campfires or Q1 anvil or bellows on my forge, then it's a good indication that it isn't balanced. As far as you finding those, it seems to be entirely based on RNG right now. You can find a Q6 mod in the early game and continue to get mostly Q1 mods mid to late game. If you have good luck, you might have a lot of higher level mods by the end of your game and if not, you might be stuck with all Q1 and Q2 mods. That isn't how balancing should work.

Remember when we had totally random loot in early alphas and this was changed to tiered loot. Lots of people complained because they wanted sometimes to have a really lucky find. While it is more likely that TFP was just being sloppy in the balancing, it could also be on purpose to have some non-essential loot that is totally random.

Non-essential because for example the better grills and pots are really **NICE** to have, but people could just use more campfires instead

It could also be that grills and pots don't drop much at all. Previously pots and grills in cupboards were essential for early game, but after that only scrap level loot. So maybe the loot tables have them drop very seldom in mid- and late game. Simply making their drop probability the same over all lootstages would remove your problem.

If I look at other mods as well (i.e. weapon mods) I have almost all weapons and tools fully stuffed with mods above q1, and I run around with 8 weapons and 4 tools. So generally drop rate for the mods seems sufficient (in my game)
 
“I should be maxed out in everything by the end of my run” = good balance is such a weird definition to me especially in a game designed to be replayed many times. I value survival gameplay that forces you to make do with what you are able to get whether by crafting, scavenging, or trading and not give a guarantee that you will get top tier of everything by the end.

If I finish game 1 with a tier 1 pot but then in game 2 I have a tier 6 pot but a tier 2 anvil by the end then that is fine. Knowing that I’ll always get everything up to tier 6 every run just makes it a lot less interesting to me.

People complain that the player becomes OP to any threat but then think that not having all the best of everything is not balanced? I’d say the player gets access to too many T6 items within any one single run as it is.
 
Be great to see that updated roadmap...been waiting since the end of December. Any Idea when that is going to happen? It would be nice to know if Bandits are still coming this year. I was under the impression "we" were supposed to see improved communication with TFP "joining" BHVR.
 
“I should be maxed out in everything by the end of my run” = good balance is such a weird definition to me especially in a game designed to be replayed many times. I value survival gameplay that forces you to make do with what you are able to get whether by crafting, scavenging, or trading and not give a guarantee that you will get top tier of everything by the end.
I agree that you shouldn't always be able to max everything out, and I push that heavily in my Wasteland mod. But I can say from user comments that there is a pretty decent segment of players that hate that idea and want to be able to max everything out. I make it impossible to be able to max all attributes out and I've had more than a few foaming at the mouth because of it. Same kind of people that think if they loot a weapon they aren't perked into it is useless, as if you magically can't kill things since they didn't increase its damage by 10% through a perk or something.
 
Yes, please. Higher level mods and higher level workstation upgrades are very hard to come by. I'm on day 16 with 2 hour days and a LOT of looting and I still have level one grills on 2 of my 3 campfires and my "best" campfire is a level 4 pot and level 3 grill. Our two forges only have a single level 2 anvil and all other upgrades are level 1. Most mods I've found for weapons and tools and armor have been level 1-4 with only a couple that were higher. Now, I know this is still mid game (at 2 hour days), but I have a full set of Q6 gear except for my sniper rifle for horde nights since neither of us who are playing have put points into rifles. Almost all of that has been found rather than crafted. Armor is really the only thing running behind and that's normal since I don't put points into armor and so the armor magazines are extremely rare. The point being that if we are finding max level equipment when looting (and I'm not even in the wasteland yet), we should also be finding max level mods regularly instead of constantly finding a bunch of level 1s. Either mods need to be more common, which isn't a great option, or the level needs to be fully tied to game stage and loot stage so that you can't find low level mods if you're far enough into the game and only find better ones, or there needs to be a way to craft and/or upgrade the mods. That last could be in the form of combining any 2 of a mod in the Combiner and getting 1 level higher than the level of the highest mod being combined (2+3 = 4 or 1+1 = 2 or 2 + 2 = 3) or by unlocking higher levels for crafting mods the higher you go in a magazine series or through perks or through reading the same schematic multiple times. But there really needs to be something there because it just feels like a downgrade for mods and workstation upgrades right now.
Maybe points in Master Chef would increase the likelihood of better Cooking Pots and Grills in loot? And Advanced Engineering for better Anvils, etc.?
 
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