Riamus
Hunter
It's less that everything should be maxed and more that you should not be at Q1 by end game. If everything was Q3+, I think that's acceptable. But Q1? No.“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.
Keep in mind that I'm one of those who liked the old schematic system that gave you a random chance to get the various schematics at different times in the game, letting you potentially get something great in the early game or not at all. But when they add quality levels that generally decrease the effectiveness of those mods if you're at the lower quality level(s) compared to what was there before and then make it so you have a low chance to get high enough quality of it to reach the level you used to have, that's not really a good change. When some mods you craft aren't worth the resources because you get a Q1 that isn't worth much of anything and can't be improved, that's what I'd consider bad design.
Take a Q1 magazine mod. The ammo increase varies by weapon of course, but when used on certain weapons, you get 1 extra ammo. One. The cost to craft it may not seem like much if you just consider the resources, but if you consider that you get an entire ONE extra ammo from it, it's not really worth the cost. If you could upgrade the mods you craft, such as using the Combiner, then it would be worth it even if you only got a Q1 when crafting it. There are people who would craft enough of them to combine into a Q6 and consider the resource cost of doing so as being acceptable. Others would be willing to start with that and upgrade later when they loot another.
In short, it provides value to crafting mods and makes it not feel so pointless to have quality levels when you're often at the lowest quality levels. If you look in my tool mods crate, weapon mods crate, and armor mods crate, you'll see a few higher quality mods, but you'll see that the majority are Q1 or maybe Q2. I have about 8 Q1 grills and 6 Q1 pots. Anvils and bellows are pretty uncommon, or even rare, to loot. If you have traders turned off, you're going to be extremely unlikely to ever have a high quality anvil or bellows. At this point, I refuse to craft any weapon, armor, or tool mods. It just isn't worth it anymore. I'll wait until I find one and just hope it's better than a Q1.
Now, yes... all mods are essentially bonuses that aren't required. But if you could only get a T3 Q6 weapon by looting and looting a higher quality/tier weapon that you wanted was as uncommon as getting a higher quality mod that you're looking for is now, I think you would be complaining about it as well and saying something needs to be done. Or would you like to be in the late game without being above to find something higher than a Q2 Iron weapon and only able to craft a Q1 Iron weapon unless you were extremely lucky in your RNG looting?
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I'd be perfectly fine with something like that. If that applied to weapon mods if you're perked into weapons, that would also be good even though most people are perking into weapons and so would get that bonus. But whether from perks or from a basic change in loot chances, something should be changed.Maybe points in Master Chef would increase the likelihood of better Cooking Pots and Grills in loot? And Advanced Engineering for better Anvils, etc.?